DC Universe™ Online Guide

The Might DPS Master Guide for DC Universe Online

The Might DPS Master Guide

Overview

This guide covers solid Might rotations for every power for a variety of endgame situations.

Introduction

One of DCUO’s greatest strengths is its unprecedented level of build customization options. There are a staggering number of loadout possibilities before even considering the order, flow, clipping, comboing, timing, and strengths and weaknesses of each move. While some players really enjoy testing the hell out of a power to find the strongest combinations, it can be a real challenge and some just want to get to the action.

This guide was created to help players excel as best as possible in any situation on any power while providing a meaningful overview of the meta and general balance. In here you’ll find excellent builds for elite endgame content, notes on how/when to use them and their respective strengths and weaknesses, demos of how to carry them out, fundamental & advanced techniques, an overview of each powers’ supercharge choices, and tips on how to best digest all of this information and put it into practice. I hope you find this guide helpful.

If using any aspect of this guide externally (eg. videos, other guides), please link back to it.

The Might Master Thread on the official DCUO forums[forums.daybreakgames.com] remains the ideal place to discuss the matters herein, and I will continue to monitor, update, and provide feedback there was well.

Contributors


Big thank you to the following people for helping with testing over the years:

AimForTheKnee
Chains
cott0n
Cyber Sin
Davis Xavier
Deity Supreme
Dolkka
HawkGem
Hisoka X
kingxkhaos
L T
ObsidianChill
Pale Rage
Raizel Etrama
Rejchadar
Timer
Titan
Von Bl17zZ

Update Notes (Ver 1.99.6.1)


Update 25 Jun 2021: 1.99.6.1

– Added notes to Rage ST section and Meta Tracker & Hierarchy sheets to point out that a Rage player can melee DPS in full Tank gear and they’d still have the hardest hitting rotations in the game while gaining the survivability they need to make the approach more practical/viable.

Update 18 May 2021: 1.99.6.0

– Added Pied Piper’s Flute to Tactical Swap section of Advanced Techniques. Added videos demonstrating its best-case Min:Max uses as well as a general caution.
– Updated Meta/Balance Overview for approximate CR342 values. The performances relative to one another are unchanged but the values are updated for max CR/SP.
– Made a tweak to Celestial’s All-In rotation that makes it safer (less bursty, more evenly spread power consumption making it easier to heal) and easier to execute (simpler to transition into Plague from a tap cancel, since it can’t be combo’d if the power button is pressed multiple times before the combo input).

Update 04 Apr 2021: 1.99.5.3 – Ice Tweak

– Added note to Ice’s Lernaea’s Amulet rotations that they’re best used in raid situations or when a tank is present, as when you’re top DPS otherwise you’ll be interrupted a lot.
– Added a note to Ice’s General Purpose rotations with guidance on how to modify the rotation flow slightly vs targets that will die quickly in order to achieve better up-front burst without sacrificing DPS.

Update 11 Mar 2021: 1.99.5.2 – Clean Munitions

– Added a new Lernaea’s Amulet rotation to Munitions that, though a bit frustrating and risky, lets the power deal competent clean ST damage while retaining the option to toggle AoE when desired
– Added the new rotation’s performances to the Meta Overview spreadsheet
– Added the BiS multi-range capable Mental build’s multi-target performance to Meta Overview and Objective Hierarchy
– Added a new line for “Munitions (ST/AoE Toggle)” to the Objective Hierarchy spreadsheet
– Corrected a minor math error in Objective Hierarchy
– Minor change to Meta/Balance Overview section to reflect that Munitions is capable of passable clean ST with Amulet

Update 10 Mar 2021: 1.99.5.1 – Elec PI Sharing

– Added two new boss rotations for Electricity to be used if a Gadgets Troll, Electricity healer, or another support player popping Electrostatic Pulse Devices can establish Electrify (ie. what Grim should already be doing), bringing the power in line with others without the aid of Circuit Breaker.
– Added the new rotations’ performances to the Meta Overview spreadsheet
– Added a new line for “Electricity (Pi Sharing) to the Objective Hierarchy spreadsheet to show where the power stands if PI isn’t an issue (and to reflect approximately where it could be if Grim applied the correct PI).

Update 07 Mar 2021: 1.99.5 – “Underdog”

– Added new/better Lernaea’s Amulet rotations for Atomic, Ice, Nature, and Rage, bringing them all in line with the rest of the pack.
– Frost Blast is now working without any damage cutoff issues so added additional general Frost Blast rotations to Ice
– Added an additional La-Mort rotation to Ice. Actual in-content performance will be higher and it is also the tankiest, most survivable DPS rotation in the game in addition to being the power’s highest non-Amulet DPS option.
– Re-tested and refined all Lernaea’s Amulet performance values
– Corrected some minor math errors using incorrect Might values (they ended up coming out in the wash anyways)
– Added multi-target performance values for each power’s best or most viable rotations.
– Added an Objective Hierarchy tab to the Meta/Balance Overview speadsheet[docs.google.com]
– Added a brief caution that Strat (and similar artis that don’t predominately buff our stats themselves) has poor synergy with La-Mort
– Updated the Meta Overview sections and adjusted the subjective order to better reflect the objective hierarchy while still factoring the qualitative considerations covered in the tracker spreadsheet.

Update 20 Feb 2021: 1.99.4

– Added the “Understanding the ST/AoE Spectrum of Boss Rotation Performance” and put an additional note in the Meta Overview section itself to further emphasize that the current Meta Overview is heavily weighted towards pure 1-target performance and doesn’t factor the content-specific strengths/weaknesses of more splash-heavy powers like Atomic, Rage, Water, Ice, etc in their boss rotations. (The AoE performance of ST rotations and ST performance of AoE rotations will be added to the tracker and factored into the Meta Overview in the near future).
– Temporarily removed the Pet/Henchmen Analysis spreadsheet link pending revision
– Temporarily modified/removed most of each power’s SC Analysis sections while I overhaul how the information/analysis is presented to be all inclusive and allow for cross-power comparison…. but I’m leaving the excess pictures because they make me happy, damnit!

Update 5 Feb 2021: 1.99.3

– Added a critical Sorcery boss fight rotation I’d forgotten to include, including demo vid and addition to the Meta Overview Spreadsheet.
– Updated pet tracker to reflect that Dark Construct Bat is once again BiS for the time being. The parser spreadsheets have not yet been updated.

Update 21 Jan 2021: 1.99.2

– Updated pet tracker spreadsheet with new parse sets for Brainiac Drone Pet and Paradox Gazer following their buff.
– Updated Trinket Pets & Henchmen section to identify Brainiac Drone as current BiS pet (Note: This may change again)
– Added OC’s raw performance parse spreadsheet to Consumables section to reinforce calculations

Update 14 Jan 2021: 1.99.1

– Added additional Lernaea’s Amulet notes to Advanced Techniques’ Tac Swap Friendliness section
– Added the Trinket Pets & Henchmen Section
– Added ObsidianChill as a contributor; linked to his general pet analysis thread and collaborated on testing/discussion of the small army of new pets added with Anniversary Event

Update 06 Jan 2021: 1.99.0

– Added an additional Celestial ST variant with slightly more damage but more vulnerability to interrupt.
– Added Rage’s approximate Lernaea’s Amulet performance to the Meta/Balance Overview Spreadsheet
– Updated the Meta/Balance Overview section and overall balance hierarchy to account for reasonably safe Lernaea’s Amulet performance and SC factors while keeping it weighted towards practical boss performance. As a result, Nature has moved down considerably. Electricity has moved up considerably. Quantum, Earth, and Rage have moved up slightly to moderately. Overall ST balance is tighter thanks to Amulet and the hierarchy’s outliers aren’t as extreme and the “weaker” powers are capable of outperforming others in multi-target boss fights.
– Updated power overview descriptions in the Meta/Balance Overview section as well its summary.
– Added a “Special Case” section to Ice’s Supercharge Analysis to include an Ice Elemental SC dump approach that can be used to safely deal extreme burst AoE damage during add phases in boss fights.
– Added “PI Sharing” and “Rotation Recovery” sections to Fundamental Knowledge.
– Added some PI Sharing lines to the Meta/Balance Overview Spreadsheet so show relative/approximate potential gains if rotations that typically require Grimorium Verum coordinate PI with teammates so they can use a different artifact.
– Added a “Swap Friendliness” section to Advanced Techniques to highlight some of the quirks of certain mainline artifacts when they’re unequipped or re-equipped.

Update Notes (Continued)

Update 02 Jan 2021: 1.98.5

– Added more accurate CR331 Unbuffed Approximate DPS (Max SP) values for all Lernaea’s Amulet rotations in the Meta Overview spreadsheet (except for Sorcery’s as the math is harder due to the build).
– Added Atomic’s Lernaea’s Amulet rotations to Meta Overview spreadsheet (previously omitted in error).
– Added additional notes to Atomic/Celestial’s Lernaea’s Amulet rotations in guide to reflect that the Safety Net variant is actually the riskier of the two due to relative power cost and/or positioning considerations.
– Added additional notes/comments to Meta Overview spreadsheet and adjusted some qualitative assessment values/notes.
– Added additional comment to Meta Overview section of guide prior to spreadsheet link cautioning that group setup and builds can have a slight to moderate variable effect on performance.

Update 29 Dec 2020: 1.98.4

– Corrected a typo on Ice’s Mid-Range AoE (Steady Variant). The video demo was correct, just omitted the 2nd Ice Boulder Strike prior to repeat in the write-up.
– Added a critical caution to Sorcery regarding liability of temporary pets (ie. trinket/henchmen) in Source Shard builds.

Update 21 Nov 2020: 1.98.3

– Added a Consumables section demonstrating the buff percentages in different basic builds.

Update 19 Oct 2020: 1.98.2

– Added an additional Fire ST rotation (Hybrid).

Update 07 Oct 2020: 1.98.1

– Added an additional Atomic Point Blank AoE option.

Update 06 Oct 2020: 1.98

– OG version has been cmpletely migrated from DCUO Forums. All powers completely updated and retested for previously unavailable artifact combos and all demo videos updated (almost 300 in total now).
– Added both 3-target and 8-target demos for AoE-focus rotations.
– Removed excessively “niche” rotations (eg. the plethora of Rage utility builds).
– Updated to reflect new Artifact Analysis policy (rotations still indicate when specific artifacts are required and the relative performance for each power is still pretty clear though(.
– Added complete meta analysis
– Build meta spreadsheet for quick reference
– Added lots of DC reference images.
– Added further explanations regarding power balance and liability considerations and additional guidance on how to find the right rotation for a given situation.
– Added entries to fundamental knowledge, including how damage splitting works and the factors around which its balance hinges.
– Removed most ranged Solar Amp rotations, as they were barely viable (but functional) to begin with. Of the remaining ones, only Fire’s is a truly advisable option due to the power’s AoE PI situation.

Known Issues


YouTube’s codec did something wonky with the gamma on my first huge batch of uploads and I didn’t catch it for a long time, so ~2/3 of videos are pretty dark. I don’t think it inhibits their demo value in any way, just a bit annoying. Please let me know if a video is too dark for you.

Test Server Setup

For those who want to be able to test rotations without investing in artifacts or changing powers, you can download the test server at here[launch.daybreakgames.com]. Further, this guide[forums.daybreakgames.com] will demonstrate how to set yourself up and make a quick League Hall with all buffs to make testing more accurate.

Important Note: You cannot be logged into Test and Live with the same account at the same time. You may want to create a new free account specifically for Test Server.

Fundamental Knowledge & Techniques

Clipping

Clipping is the act of superimposing additional powers/attacks/effects over others and gaining the benefit of all powers/attacks/effects used while drastically cutting down on animation time. Of note:

– Most combos (power and weapon) can be clipped by other powers/attacks/effects
– Things like shields, breakouts, and self-buffs can often be clipped onto most other attacks
– Rarely, some attacks lose large portions of their damage if clipped
– Clipping can be used to guarantee that a desired effect occurs, eg. clipping Robot Sidekick summon guarantees the summon will be successful.

Clipping is an excellent way of increasing DPS but that doesn’t mean that the best DPS is always achieved with a rotation that relies on clipping.

Dashing

Dashing is a mechanic available to Acrobatic and Superspeed characters. When in combat, with movement mode turned on, and not-attacking, we can cycle our Fast Movement button for short bursts of speed. Not only is this useful for dodging attacks and dealing with mechanics but it can help our DPS by keeping us in range against an uppity boss or by helping us reach the next group of trash mobs sooner. Unfortunately, Flight characters can’t do this but they do get to fly over the mechanics in a lot of fights.

[link]

Mastering this technique is one of the most effective ways to improve your play.

Note: You can’t dash if you’re grounded. In fights where the devs don’t want you to be able to do this, you’ll be grounded the entire time.

Jump Cancelling & Bunny Hopping

Jumping during attacks has several potential benefits/consequences:

– We can cancel some attacks early i order to dodge mechanics (eg. Heat Vision)
– For powers/attacks that would normally root us in place, jumping can unlock our movement and allow us to reposition during our rotation without cancelling the effect of some powers/attacks.
– Jumping during some attacks will cancel some or all the damage/effect (eg. Soul Barrage, Soul Storm), so be careful

It’s important to learn what effect jumping has on the powers in a rotation. We’ve tried to highlight major jump cancel points in the guide but experiment and get comfortable with the powers you’re using.

Tap Cancelling

Certain channeled or long-cast powers can be cancelled with a melee or ranged tap. In addition to being handy for allowing us to dodge mechanics, this can provide combat benefits in that:

– We maximize the DPS of certain powers by cancelling them early, greatly increasing their viability (eg. Freezing Breath and Sonic Shout achieve maximum DPS by being cancelled after 2-3 ticks of damage and Channel Hate can have the non-damage dovetail removed with a well-timed tap)
– It lets us better fit certain powers into rotation (eg. Whirling Dervish can be cancelled early to improve rotation flow and to increase overall DPS)

Tap Queueing

Most powers allow us to queue subsequent attacks onto them to occur automatically as soon as the current power ends. This can be used allow Might players to queue and clip ranged taps onto most powers, addsng bonus damage to every attack and procing our Blast Adapters regularly. Of note:

– Most channeled powers allow us to do a ranged tap at any time during the cast without issue but some will either instantly cancel channeling, reduce the overall duration of channeling, or (in the case of Absorb Heat) prevent us from being able to block cancel the channel. We’ve noted which channeled powers used do not allow tap queueing (as well as the specific behavioural quirks) at the top of each power’s section
– Non-channeled powers can still be tap queued onto but we need to either a. learn the specific time where we can start to queue (most powers won’t queue if you try too early), or b. spam ranged taps during the cast (this is easier initially when learning a power but once the timing is down it’s easier to just tap once when appropriate);
– Remember to keep spamming thenext power regardless. Getting the tap in is pointless if we’re not still also seamlessly flowing through the rotation; and
– We can get a tap in at the end of “queue-unfriendly” channeled powers if we time the tap correctly (after the last tick, when our hands first start coming down from the channel) but you need to do a cost:benefit analysis to determine if you personally accept the risk of cutting off a might tick or delaying the rotation. It’s generally more reliable to simply not tap queue onto the few powers like that unless necessary.

Any weapon is fine for Tap Queueing but:

– Rifle grenades hit the hardest (a few hundred more than other weapons) but the damage splits on multiple targets
– Bow and Duel Wield come next in the hierarchy, only slightly behind (~90% as much damage as Rifle grenades)
– Then comes Staff, Two Handed, Hand Blasters, Shield, One Handed, and Martial Arts slightly behind that (~81% damage as Rifle grenades)
– Then Brawling and Dual Pistols bring up the rear. (~71-76% as much damage as Rifle grenades).

Support DPS

In Alert, Event, and Open World content, there is a 12% group DPS penalty incurred for each redundant role. Ie. 2x DPS in an alert results in a 12% reduction in overall group DPS and 3x DPS results in a 24% reduction in group DPS. There is no innate penalty for DPSing in our support roles, however, so with a few minor tweaks we can switch roles while maintaining our personal output but drastically improving group DPS. The required changes vary for each power (read your DPS power descriptions to see the effect role has on them, if any). Eg. Fire can’t effectively DPS with Absorb Heat while in Tank role due to it dealing increased healing instead of increased damage.

Note: Rage struggles doing support DPS due to greatly increased CDs on all DPS powers while in Tank role.

Stat Calculation Rules

The way the game calculates our stats is as follows:

Stat Total = (Sum of Raw Stats) x [100% + (Sum of % Stat Modifiers)]

Where,

– Sum of Raw Stats is the combined total of all of our base stats, gear, raw arti stats, augs, SP, consumables, and certain buff contributions (eg Tetra group buff), and
– Sum of % Stat Modifiers is the combined total of all the +X% boosts from base/league buffs, Home Turf mods, the % boost from artis, certain consumables, etc.

Damage Split Rules

The most common AoE split rule in the game is “splits after two targets.” However, some attacks split after one, three, or four targets and some don’t split at all (splits after three/four is more prevalent in LPVE). The way the balance for non-split attacks works is that they do below average damage on 2-3 targets and above average damage on 8 targets, averaging out in the middle. Whenever there is a non-split element in a rotation, the average must be taken of that rotation’s 3 target and 8 target performance to determine it’s actual potency.

PI Sharing

Some powers’s best rotations rely on Grimorium Verum to establish PI. It may be possible to coordinate with teammates who can establish the PI instead as part of their normal rotation, freeing us up to use a stronger artifact. Similarly, a tank can use consumables to apply any PI as well. Though not critical, communicating this ahead of time can result in a boos to overall group DPS.

Rotation Recovery

Part of transitioning from Sparring Target Performance to in-content performance is knowing how to recover when our rotation is interrupted. This will vary for every power and rotation, so it’s important to have a general idea of which attacks are the hardest-hitting and how long our PI can last. It’s not always ideal to pick up a rotation where we left off if the delay results in a stronger attack further in the order coming off cooldown or would result in attacks landing without PI active.

Advanced Techniques

Bounce Tanking

With Explosive Block and Empowered Channeling combined, a high SP Might DPS can reliably tank a boss while a Tank is being revived without issue by bouncing the boss off our block repeatedly, generally triggering the AI to lunge again. With practice, we can even angle and time our blocks to aim bounced enemies wherever we want them. It is an extremely effective means of keeping otherwise lethal mobs under control until the tank is back in the fight.

Tactical Swapping of Artifacts

The value of many artifacts is maximized by only swapping them in for use at an appropriate time then swapping them back out quickly. This is best done during channeling or during uninterruptable animations (eg. Orbital Strike, Orbital Supply Drop, certain unclippable summons), but it can be done at any time if the player is fast enough.

Note:

– It is easier to do on Console or with a controller than it is with a mouse, as the game always defaults to our cursor position so if we try to use our keyboard but the mouse is hovering over our inventory, the game will think we want to be navigating where our mouse is.
– If on PC, be mindful of how you move your mouse and, if needed, pre-load your inventory a second before actually doing the tac swap to get the cursor in position.
– If on Console, you will need to load your inventory once you’re in the instance prior to doing any tac swaps so your UI defaults to inventory when you open it.

Some of these swap techniques may seem challenging at first but once well practiced. it becomes second nature. We can pull it off safely in every fight in the game as long as we’re mindful of the combat log and the mechanics and it will result in a massive gain for overall DPS output.

Here’s some demos/explanations of the most import swap artifacts being tac swapped:

Dead King’s Scepter
By swapping this in & out, we not only gain 100% of the value of its Orbital Strike and pet/henchmen cooldown reduction but we also retain the 30s of Enhanced Orbital Assistance even if we immediately swap it out after dropping Orbital Strike. This is because Enhanced Orbital Assistance is a buff tied to our character, not to the artifact itself.

Orbital Assistance’s damage is stat-based, not CR-based, and can therefore crit. We will get 8-10 procs after swapping, effectively giving us an additional ~20-40% (depending on crits) guaranteed to hit (as long as we’re attacking) ST damage to our Orbital Strike every time we use it on top of the DPS gains gleaned from more frequent pet, trinket, and Orbital Strike activation.

We effectively get ~95%+ of the mechanical value from Dead King’s Scepter by only swapping it in for activation.

Philosopher’s Stone
As with Enhanced Orbital Assistance, Alchemical Bond is a buff tied to our character, not to the artifact itself. We can immediately remove the artifact and still retain the 2x duration DMG buff from our Supply drop, making oour Supply Drop buff last for the entirety of our Neo-Venom Boost/Circuit Breaker/Berserk.

This is in addition to the dramatically reduced Supply Drop cooldown and the much larger diameter, benefiting the group.

We effectively get 100% of the mechanical value from Philosopher’s Stone by only swapping it in for activation.

Tetrahedron of Urgrund
Tetrahedron’s group Might buff lasts for 12s, meaning we don’t have to always keep it on to maintain the buff. Also, if we put it on mid-channeling, the next tick of channeled damage will proc the effect. However, non-initial DoT ticks will not proc the buff; “active” damage only.

We can maintain 100% of Tetrahedron’s mechanical value via (very) active Tac Swap management or while swapping other artis in & out, making it the ideal Tac Swap companion arti.

Scrap of the Soul Cloak
Scrap’s mechanic description is a bit misleading or, at best, omits some critical information. First, it doesn’t just increase our max SC, it also increases our current existing SC by a factor of 1.27 when we put it on. This is why when we have full SC with it off, we still have full SC when we put it on. Similarly, when we remove it, our current SC is reduced back to a factor of 1.

This means that we get the full enefit of the “increases Supercharge generation by 27%” aspect of the artifact whether or not we’re actually wearing it, meaning there’s virtually no reason to ever mainline this arti except in cases where there simply isn’t time to swap it.

We get 100% of Scrap of the Soul Cloak’s mechanical value by only swapping it in for activations.

La-Mort Card
La-Mort’s Impending Doom stacks rest on the target, not the artifact, and last for 1min. As such, as long as we swap La-Mort in for a finisher activation at least once every 60s, we can retain a full Impending Doom stack without keeping La-Mort on. To do this without a DPS loss, however, requires placing a channeled ability before our finisher then swapping La-Mort back out during oour finisher channel, so it’s more challenging than other tac swaps.

We can get 100% of La-Mort Card’s mechanical value by only swapping it in for Finishers, but it’s challenging, requires changing the order of our rotation, and precludes the use of some other, stronger Tac Swap techniques.

Eye of Gemini
We retain 100% of the mechanical value of Eye of Gemini if we swap it out immediately after popping an SC. However, its mechanic isn’t generally as valuable as Scrap of the Soul Cloak’s and we can only afford to swap one w/o sacrificing significant rotation DPS, so we don’t recommend this for most situations.

Extreme Tactical Swap

Note: Every power is capable of doing this without suffering a rotational DPS loss.

Min:Max Swap
Note: You don’t have to do the Scepter swap combined with the Stone+Scrap+SC combo, we just wanted to demo them all at once to show how it all works.

Scepter>Henchmen+Pet (swap Orbital Strike during animation)>Orbital Strike (swap Stone during animation)>instacast power clipped with Supply Drop (swap Scrap during animation)>stat trinket + Bottled City Soder + Neo/CB/Berserk or other SC>HV or a comparable channeled power (swap aritfacts during channel)>continue with normal rotation

Before doing this, know the mechanics, know where to stand, and know when not to do it in any given raid.

One Man Army
If we want to put a lot of effort in, we can have our cake and eat it to by permanently maintaining the group’s Tetra while only wearing Tetra for a fraction of our rotation. This requires that we maintain a high level of situational awareness and know fights very well, however. Tetra lasts for 12s so gauge the length of the rotation to determine how frequently we need to do this. If we time it perfectly, we can swap it in & out quickly during a channeled power (as per above) but we don’t have to and it’s a bit more awkward to do it that way.

Advanced Techniques (Continued)

Swap Friendliness

Not all artifacts swap on/off as cleanly as others. Some will result in a rotation hiccup or similar effect when equipped or unequipped. For example, when considering the artifacts that spend the most amount of the time equipped:

Solar Amplifier
Solar Amp is one of the least swap friendly artifacts and should almost never be considered for the hotswap position. Removing it while casting Amplified Heat Vision interrupts the power and incurs additional swap delays.

The Strategist Card
The Strategist Card comes off cleanly but when we re-equip it, our character stops whatever they’re doing and flairs their arms in front of them, interrupting any channeled/charged powers. However, removing the Card does not cancel existing Tactical Advantage procs. This means it’s still advantageous to have this in the hotswap slot in Solar/Trans/Strat builds but it’s best to carefully time the re-equip by watching for cast completion. Eg. If requip would occur during Amplified Heat Vision, wait until we can see the burst effect.

Source Shard
Removing Source Shard does not remove any existing Godwave Strength effects from our pets and we will still hear the growl sound when the cooldown reset procs. However, removing Source Shard also removes Godwave Strength from our bar and the cooldown won’t actually reset if it isn’t in the loadout (this is also why Gadgets/Mental using Source need Godwave on both bars). It’s still viable in the hotswap slot but be aware we may miss a cooldown reset.

Tetrahedron of Urgrund
Tetrahedron’s group might buff lasts for 12s since the last time we connected a might power when the artifact was equipped, making it the best tacswap artifact in the game. While it’s ideal for a Troll to be using it, if a DPS can’t it’s a potent combo on a Solar/Amulet/Tetra build and makes for clear & easy swaps.

La-Mort Card
As per the extreme tac swap example above, the applied La-Mort stacks remain on the target even if La-Mort is unequipped. It can also be swapped cleanly. This allows for some interesting but extremely challenging active swapping.

Grimorium Verum
The Grimorium Verum applied PI vanishes the instant this is unequipped, meaning a power that needs to use Grim can’t really afford to tac swap it. It also takes 2 active-type attacks to resummon the pet.

The Transformation Card
No ill effect on swap but the loss of the crit buff is generally not ideal, so we want to keep swaps as fast and tight as possible when this is in the hotswap slot.

Quislet
No real ill effect for swapping Quislet aside from the temporary loss of pet damage. Like Grim, it takes 2 active-type ticks for the pet to resummon, however, and it disappears as soon as its unequipped so it’s not recommended Quislet be swapped on then off for a SC usage.

Lernaea’s Amulet
No ill effect for swapping Lernaea’s Amulet but Offering timer keeps ticking while it’s off and if we don’t re-equip and cast something within 6s of the previous power consumption, it will wear off. This means we have to be careful not to try to do too many swaps back to back without casting in order to maintain our stacks. Similarly, this means we have less wiggle room when swapping during long, one-time cost channels like Absorb Heat and Channel Hate. How much time we have varies so it’s something a player needs to feel out with their rotation.

Pied Piper’s Flute
This artifact uses the exact same proc programming as Tetra, meaning once we swap it on we have to deal active yellow damage (ie. power must be spent on the damage sourch with the arti equipped for it to start listening for SCs). Once procced, we retain the buff for 12s even if the arti is removed, meaning we equip it, proc it, and remove it for either Scrap or Trans without losing the effect, making it an extremely potent “have your cake and eat it too” swap arti… but one that requires the most intensive swapping in the game to maximize. Example (don’t have to do the Scepter swap w pets/orbital at the start obviously):

[link]
[link]
[link]

Optimal execution will depend on your power (ie. powers with sub-par 5ks will generally get more mileage out of the Scrap-based execution), situation, and preferences. CAUTION: This is the longest Swap chain in the game and it’s important to know when it’s safe to do this. Identify the mechanic that will kill you if you get caught off guard and wait until you know that mechanic won’t happen for a little while.

The remaining artifacts, Dead King’s Scepter, Philosopher’s Stone, and Scrap of the Soul cloak (ie. the ones we’re swapping for) are all maximized in swap and have no ill effects or quirks. Eye of Gemini can also be swapped in and out if desired instead of Scrap, but attempting to do both together results in a damage loss due to the time it takes.

Trinket Pets & Henchmen

The individual rotations and demo vids in this guide identify which power-activated loadout pets to use in each rotation, so this section will be kept updated with current best-in-slot (BiS) picks for different situations for trinket and henchmen pets.

Pet Meta Analysis

The ongoing parser averages for top contenders and latest released pets is temporarily unvailable pending revision. The link will be posted again when able. The below recommendations currently hold true for live.

Note: Despite the small PI test samples on the spreadsheet, it does not appear that the power-specific henchmen (Reapers, Golems, and Amazonians) benefit from PI. Similarly, their finishers do not appear to benefit from target health being below 35%. Their powers generally follow the same split rules as the versions we have access to but not always.

Additionally, ObsidianChill has some excellent general pet resources in this thread[forums.daybreakgames.com], including a cursory overview of the approximate ranking of every pet. We’ll be heavily scrutinizing new pets/henchmen as they’re released for different situations in addition to conducting deeper analysis of the best pets available and pitting them against newcomers.

Trinket Pets

General BiS: Dark Construct Bat (obtained from first boss of Metal Pt 2: Damage Control alert or can be bought from broker
Back to Construct Bat after Brainiac Drone gone toned down to reflect how we obtain it vs rarer options. This is, again, subject to change. Please not that the spreadsheets haven’t been updated yet to reflect this.

While we were looking at the slew of new pets recently added, OC discovered that pets with beam attacks penetrate multiple enemies without splitting as seen here:

[link]
[link]

Note: Most newer pets have a (sometimes invisible) beam as their primary ranged attack and are capable of doing this as well, meaning they are also capable of extreme AoE performance in add-heavy fights (but with the caveat it’s RNG-heavy based on relative & changing position).

Special Case: Boo-tility Belt (Boo-tility Belt is a random drop from The Vault during the Halloween Event or from The Midnight Masquerade and the Boo-family summon trinkets are obtained from the Halloween vendor for 100 Spooky Bites each).

While BiS pets and other beam-equipped pets are capable of outperforming a full Boo-tility Belt pop in target-rich environments, popping a Boo-tility Belt then switching armouries will still win by a wide margin in pure-ST performance, so it’s never a bad idea to start a fight that way assuming you can afford the armoury downtime and time it such that no rotation DPS or pet duration is wasted.

Special Case: Anti-Matter/Snake Turret (Anti-Matter Turret is a random drop from the Centennial Collapse event and Snake Turret can be obtained from Detective McNulty in Metal Gotham City for 50 Source Marks)
Note: Turret-class pets gain no benefit from Godwave Strength

Anti-Matter Turret, though doing less damage than BiS pets, deals all of its damage very quickly. This makes it potentially useful for ST burst-DPS checks, like Grail’s Omega Beam interrupt. Unlike full-duration pets, the ST Turret’s beams do not penetrate multiple enemies and they are range-limited, dealing zero damage if our target moves out of range.

Snake Turret is the AoE turret variation and similarly outperforms its SM counterpart, Shadow Snake Turret. As with the ST turrets, Snake Turret will deal a short, high DPS burst of AoE damage but likely less damage overall than BiS pet with penetration factored. It’s worth considering for fights with critical multi-target burn checks or add phases.

Henchmen

ST BiS:Water Golems (Obtained as a random drop from Deepwater Elemental in Anniversary: Anti-Matter Zone or can be bought from broker)
The Water Golems are the strongest henchmen for ST by an ~10+% margin and deal solid AoE damage as well, making them ideal for most boss fights.

Hallway BiS (where add-groups are of variable size): Paradox Hulks (Obtained as a random drop from Paradox Crawler in Anniversary: Anti-Matter Zone or can be bought from broker)
The Paradox Hulks are a re-skin of Circe’s Bestiamorphs with slightly more base damage and a faster rate of engagement but a reduced proclivity for spamming their non-split Roar. Also, their larger model sizes and tendency to lunge in quickly makes it a challenge for them to accurately hose add groups with Roar. Regardless, they maintain consistently high average DPS vs small or large add groups while on the move.

Hallway BiS (consistently large add-groups): Circe’s Bestiamorphs (Obtained as a random drop from Wonderverse open world bounties or can be bought from broker)
Circe’s Bestiamorphs have a high enough probability of accurately spamming their non-split Roar attack that their average DPS vs large add-groups is substantial. You’ll see a significant damage spread with them, however, based entirely on how much they decide to use Roar. While still relevant, these are only recommended when we know there will be a large number of adds in most pulls.

Special Case: Paradox Reapers (Obtained as a random drop from Paradox Kraken in Speed Force Flux (Elite) or can be bought from broker)
The Reapers deal high and consistent AoE damage against large groups with the caveat that they’ll only be able to really perform when their targets are relatively stationary. This makes them a reasonable pick for the Eyes in the CoUe Trigon fight, for example, but we wouldn’t want to use them in a highly mobile encounter with a low add count. Also, they can cast three separate iterations of Electrocute, which can moderately reduce combat visibility.

Consumables

Nitro Soder

The cheap, do-it-yourself buff option. Depending on the overall potency of our combined Might modifiers (not including Elite weapon buff) and artifact setup, current-tier Nitros will provide ~3.4-4.7% more Might to a max CR, max SP player. They do not stack with other Soders or foods and wear off on KO.

Seasonal Food

In general, we’re best off stockpiling the 5% buff seasonal foods during seasonal events to last us until the next time seasonal food is available. They stack with one another (ie. it’s possible to have +5% DMG, Health, and Healing active at the same time) and they don’t wear off when we die. Nitros can exceed them by a fraction in certain builds with a full group with Elite weapon procs, but seasonal will be the best and most convenient bang for our buck in a fight. They overwrite Soders and vice versa.

Hera’s Ambrosia

Hera’s Ambrosia can only be activated in Wonderverse content but it remains active after we’ve consumed it, even if we leave Wonderverse content. It stacks with food/soder. It does not wear off when knocked out.

Compound Omega

Compound Omega is a 5% buff to all primary stats for the entire group. It stacks with food/soder and Ambrosia and does not wear off on KO.

Calculating Overall Gains

Notes:
– This neglects the additional Might gains of Tetra bearer gaining 5 or 10% more Health from Compound or Compound + Food, which is non-negligible.
– “Base DPS” below refers to the non-pet portion of DPS that is actually being affected by our buffs.

Trans Builds
Note: This merely reflects the % gains on base when using a Trans build and does not mean that the best base DPS will necessarily be achieved with a Trans build.

Nitro + Ambrosia + Compound

Min
Gain = {[(Base DPS x 1.084 x 49 x 2.36) + (Base DPS x 1.084 x 51)] x 0.85 / 100 – [(Base DPS x 46 x 2.36) + (Base DPS x 54)] x 0.85 / 100}
Gain = 1.53 – 1.38 = 0.15 = 15%

Max
Gain = {[(Base DPS x 1.097 x 49 x 2.36) + (Base DPS x 1.097 x 51)] x 0.85 / 100 – [(Base DPS x 46 x 2.36) + (Base DPS x 54)] x 0.85 / 100}
Gain = 1.55 – 1.38 = 0.17 = 17%

Therefore, depending on build, ~15-17% DPS gains in Trans builds with Nitro + Ambrosia + Compound, less the fraction of damage coming from non-Might associated sources unaffected by Nitro.

Seasonal Food + Ambrosia + Compound

Gain = {[(Base DPS x 1.05 x 49 x 2.36) + (Base DPS x 1.05 x 51)] x 1.05 x 0.85 / 100 – [(Base DPS x 46 x 2.36) + (Base DPS x 54)] x 0.85 / 100}
Gain = 1.56 – 1.38 = 0.18 = 18%

Therefore ~18% gains to non-pet damage in Trans builds with Seasonal + Ambrosia + Compound.


Non-Trans Builds
Nitro + Ambrosia + Compound

Min
Gain = {[(Base DPS x 1.084 x 29 x 2.06) + (Base DPS x 1.084 x 71)] / 100 – [(Base DPS x 26 x 2.06) + (Base DPS x 74)] / 100}
Gain = 1.42 – 1.28 = 0.14 = 14%

Max
Gain = {[(Base DPS x 1.097 x 29 x 2.06) + (Base DPS x 1.097 x 71)] / 100 – [(Base DPS x 26 x 2.06) + (Base DPS x 74)] / 100}
Gain = 1.43 – 1.28 = 0.15 = 15%

Therefore, depending on build, ~14-15% DPS gains in non-Trans builds with Nitro + Ambrosia + Compound, less the fraction of damage coming from non-Might associated sources unaffected by Nitro.

Seasonal Food + Ambrosia + Compound

Gain = {[(Base DPS x 1.05 x 29 x 2.06) + (Base DPS x 1.05 x 71)] x 1.05 / 100 – [(Base DPS x 26 x 2.06) + (Base DPS x 74)] / 100}
Gain = 1.44 – 1.28 = 0.16 = 18%

Therefore ~16% gains to non-pet damage in non-Trans builds with Seasonal + Ambrosia + Compound.

Takeaways

Note: “DPS” below is referring to the portion of DPS that can actually be affected by food. If assessing the relative gains of any rotation due to food, we have to first subtract pet DPS and any other DPS coming from damage sources unaffected by the buffs we’re using.

– Trans builds will gain ~15-17% DPS with Nitro + Ambrosia + Compound and 18% DPS with Seasonal + Ambrosia + Compound.
– Non-Trans builds will gain ~14-15% DPS with Nitro + Ambrosia + Compound and 16% DPS with Seasonal + Ambrosia + Compound.
– In comparing both Nitro to Seasonal and buffs on Trans vs on non-Trans, the 1-3% differences are extremely difficult to discern in actual content or when parsing (as are all differences of ~3% or less, especially in Trans builds). If you can swing it, it’s worth stockpiling seasonal food for the slightly better buff and the convenience of it not wearing off on KO but in terms of noticeable gains, Nitro will also get the job done just fine.

Click here[docs.google.com] for a raw performance comparison.

Artifact Analysis

The developers have established a precedent that they will alter artifacts on a whim well after official release, dramatically undercutting their value after thousands of players have already invested in them. As such, we will not accept responsibility herein for advising players on artifact use except to caution them that any time/effort/money they invest into the artifact system could be ultimately wasted. Our advice is to be extremely careful when investing in artifacts in general and assume that what you get will not be what you paid for.


We will continue to identify rotations that are intended for use with specific artifacts but will not otherwise comment on the viability/performance of any artifacts in this guide beyond their tac swap capabilities.

That said, one word of caution is that La-Mort has poor synergy with Strat (and really anything that has benefits that won’t directly benefit our raw stats as much as they add an additional source of damage, eg pet artis.)

Which Rotations to Use and How to Perform


While I’ve tried to narrow it down to the most effective and potentially useful builds, there’s still a lot to choose from here. In the next section, there is a Meta Overview spreadsheet that shows the approximate performance of each listed rotation in addition to the skill/knowledge requirements, risk levels, and notes. If completely uncertain, that can be a good starting point but the guide itself still has the critical demos and more detailed notes.

There’s more to doing well than simply knowing the loadout/rotation though. Once you’ve identified which rotation you want to use, it’s important to become proficient with it against sparring targets (which generally doesn’t take long at all) to ensure you can do it flawlessly in combat without losing situational awareness. Especially important is getting any combo, clipping, or cancelling timing down as well as understanding which moves allow you to jump or move during them and which don’t. Similarly, we also want to identify the best places to activate our supercharges/pets/etc during the rotation, where we can most effectively clip Robot Sidekick, etc.

Lastly, and this can only come with actual experience/exposure, it’s important to be comfortable with the mechanics of any given content to mitigate any potential damage losses. Knowing where to stand and what to do when in Elite is slightly more important than being proficient with a rotation in that the best player in the world does zero damage if they’re dead.

Understanding Balance and Power Liability

There’s a lot more to the game than running the loadouts that perform the best versus sparring targets. Similarly, there’s more to this guide than simply always picking the rotations with the biggest numbers.

[link]

Every power, superpower, and supercharge has a spectrum of strengths and weaknesses that need to be taken into account in different situations. Things that hit hard in and of themselves tend to have a catch, or a liability. Things that hit light tend to be liability free or have other bonuses tied to them. The key is to find the most effective balance. The most important aspect of this is understanding the most critical shortcomings of certain power types. The guide tries to mitigate these factors as best as possible, most notably by abstaining from the use of damage fields whenever it can, but obviously we simply have to deal with and adapt to most of the below factors.

Charged/Long-Cast Attacks

Examples: Frost Blast, Fireburst, Mass Detonation, etc

These are powers/attacks with an extended casting period during which we’re vulnerable to interrupt. They generally deal above average burst damage in and of themselves but with the added detriment that we will absolutely outright lose the casts sometimes. As such, any rotation with Charged/Long-Cast attacks will not perform as well in content as it does vs Sparring Targets.

Channeled Attacks

Examples: All finishers except for Eviscerating Chain, Heat Vision, Freezing Breath, Sonic Shout, Absorb Heat, Channel Hate, Avalanche, Chain Gun, etc etc (see Empowering Channeling mod in game for complete list)

Channeling is like Long-Cast with the benefit of doling the damage out gradually over time, helping to mitigate some of the liability in that if we do get interrupted, we’ve still dealt some damage. Empowered Channeling also helps with interruption but it isn’t perfect, especially in elite content. Also, the flow of a rotation generally depends on a channeled power running full duration, and interrupts can leave gaps where we’re waiting for cooldowns. As such, rotations with channeled attacks run the risk of not doing as well in content as they do vs Sparring Targets (but to a lesser degree compared to long-cast powers).

Combos

Example: Most of Light’s and Celestial’s powers, many of Atomic’s powers, many of Rage’s powers, Multi-Net Launcher, Ebb, etc.

There are two general types of combos:

1. Combos where each stage of the combo does damage. This is the most common type of combo, seen on all powers except for Celestial. While still vulnerable to interrupt, it isn’t a complete wash if we can’t finish the combo. However, the biggest hit is usually at the end of the combo so it’s still a given that rotations with combos will do a bit less in actual content than they do vs Sparring Targets.

2. Comboes where only the first and last inputs result in an effect or damage. This is how Celestial combos work, with some requiring us to go through two or three highly vulnerable stages before the important damage happens. These can be very vulnerable to damage loss and, unless used in the right situations, not do as well in content as they do vs Sparring Targets.

Clipping

Powers that combo also demand clipping, and the actual performance of a combo rotation depends upon the clipping accuracy and skill of the player while they continue to maintain situational awareness and respond to mechanics. Some rotations require more skillful/frequent/aggressive clipping than others, and some rotations have clipping that doesn’t seem very intense but actually makes a big difference. Eg. Water’s Ebb/Flow combo is simple enough but the number of frames we can shave off has a big impact on the rotation’s effectiveness because of how it fits in rotations. Conversely, Rage’s melee combos and clips are extremely fast and aggressive but they’re also pretty forgiving and have non-stop audio queues to give us preemptive feedback. Regardless, no one is perfect and we can expect to lose some damage in content while clipping.

Tap/Jump Cancelling

Cancelling is like clipping for certain non-combo powers, allowing us to exit them early while maximizing our damage and improving rotation flow. Simpler than combo clipping but still carries a slight right for damage loss in content.

Projectiles

Examples: Electrostatic Bomb, Soul Barrage, Soul Storm, Soul Bolt, Terror Tendrils, etc.

Most attacks are either a guaranteed hit or hitscan, but projectiles have to actually travel to the target. If the target ends up not being where your projectile was aimed, there’s a chance to lose all of the damage. Old-school projectile rules required each individual projectile to hit but the new system grants full credit if any of the projectiles graze any target. Still, there’s an increasing risk the farther we are away that our attack won’t connect. This can be mitigated by tanking against a wall or flying above a target but these aren’t always options and some high mobility fights will result in heavy losses while using projectile attacks.

Damage Fields

Examples: Circle of Destruction, Debris Field, Inferno, Electrocute, Galling Eruption, Psychic Prison, etc.

Damage fields are large areas that deal damage over time to any enemies standing within them. They generally have 12s cooldowns and often, but not always. also apply a PI. In most cases, the field is placed at the feat of our target. This is actually a liability because it prevents strategic placement, as we can achieve with Psychic Prison. When enemies leave a damage field, they stop taking damage, making damage fields extremely vulnerable to damage loss in most applications and especially vulnerable to damage loss if attempting to use them in raid hallways.

Targeted Auras

Examples: Corrupted Retribution, Lift, Overheat, Spontaneous Combustion (effectively), etc.

Targeted aura are like damage fields connected to a specific enemy, causing that enemy to damage other enemies around them. The primary drawback of this is that these auras usually have a much smaller range and if the target with the aura dies, the aura is lost. As these are generally of most value in hallway builds where everything tends to die quickly, losing some of the damage in content is a guarantee.

DoT Sustainment

Example: Nature only

Nature has to sustain its stacking poison DoTs with Harvest or Thorn Burst to maintain effective DPS. While not intrinsically challenging to do, the repercussions of failing to sustain the DoTs are pretty extreme.

Survivability

Examples: Absorb Heat, Meteor, Ice Boulder, Lernaea’s Amulet

Sometimes, the best attacks at our disposal are also the most dangerous and we’ll be fine right up until we’re not. It’s important to factor in the things that can/will sometimes get us killed when considering overall balance and performance.

Understanding the ST/AoE Spectrum of Boss Rotation Performance


Every power in DCUO has very specific strengths and weaknesses in both its DPS and support roles. The overall balance at the moment with those factored in is actually quite stellar and predominately content dependent. From a DPS perspective, the factors affecting balance in content are range and splash (in boss rotations).

Every power has comparable hallway-clear AoE options but every power’s ST rotations are on a spectrum from “ultra clean pure single target damage” to “absolutely filthy ST but hella good splash.” The Meta Overview below is currently heavily weighted towards pure ST performance without factoring that splash-factor in that causes different powers to do better/worse in different content. Other factors can also come into play. For example, Munitions does very good ST damage with very good splash damage but if it were to try to deal good damage to a dedicated target with other targets around, it would struggle more than any other power in so doing. The Meta Overview will be refined to include these factors but in the meantime, please keep this in mind. Balance is tighter than it appears in that the “bottom” performers are all hella splashy such that they can crush the top performers in multi-target boss fights or boss fights with consistent add elements.

Meta/Balance Overview

Here is a breakdown of all of the rotations covered herein:

Note:
– Group setup can have a slight to moderate variable effect on the performance indicated.
– Certain situations will allow rotations capable of using two SC to slightly outperform otherwise stronger rotations.
– Additional factors and considerations may affect performance.

– Heavily weighted for ST performance right now. MTF

Meta/Balance Overview[docs.google.com]

It peimarily uses the Objective Hierarchy but also assesses the following criteria:

Skill Requirement: How challenging a rotation is to execute. Factors that affect this are combo/clip/cancel intensity/timing, variability, and on-the-fly adjustments (eg. when using Lernaea’s Amulet). Note that the “average” rotation is not based on only those rotations covered here but rotations in general. Since these rotations have all been created to maximize performance, they tend to skew slightly above average.

Knowledge Requirement: How critical it is to know the mechanics of any given content to effectively perform the rotation and survive. Factors affecting this are channeling, use of anything that can get us killed, use of vulnerable combos (the more vulnerable, the more knowledge required), knowing when it’s not safe to cast a power with Lernaea’s Amulet, effective use of damage fields, etc. Of not, also incorporated in this category is the concept of knowing when not to use a certain rotation.

Output: Lists the results of all demos herein. While not an exhaustive average, performance is generally pretty close given the extended testing period. Wherever large crit swings create a broad spread, a tilde (~) is used to identify the approximate range (eg. most commonly seen on all La-Mort builds to factor in the variability of the proc crit). In the case of AoE focus builds, 3 target and 8 target performance is included, as well as the overall average DPS. Better performers are highlighted green, poor performers are highlighted red, and solid options with hefty caveats are highlighted yellow.

Max CR/SP Equivalent Output This column shows the approximate damage an unbuffed max CR/SP character does doing the same rotation. This is determined by testing a stable rotation on test and on live then applying the ratio to all rotations.

Risk of Damage Loss: This is a reflection of how vulnerable a rotation’s composition is to losing damage in actual content relative to their intended application. The more of the previously discussed liabilities present, the greater the risk. This does not intrinsically include damage loss due to dying.

Risk of KO: How likely a rotation is to get us killed. This is generally only a factor for melee ranged builds and builds using Lernaea’s Amulet but it’s still worth considering if only to identify the dangerous aspects of a rotation.

Notes: While this section isn’t as practically oriented as the notes in the guide itself, it points out any of the strengths/weaknesses leading to the rankings of all of the above categories.

With all of those combined, we can generally see most of the justification for certain things performing this way.

Raw Performance Hierarchy


Here we’ll go through each power in the (relative) descending performance order and briefly discuss factors affecting balance in actual content. The ordering itself weighs boss performance heaviest and considers power costs/spikes when looking at much weight it gives to Lernaea’s Amulet performance.

Note:
– Despite ranking the powers like this, the balance in the game atm is quite good and even the “weakest” ST powersets become the strongest in multi-boss scenarios or ST scenarios with a constant splash component.
-Powers with unique range-specific requirements are listed separately since we can’t effectively be at certain ranges at certain times.

1. Rage Melee


Rage Melee is still an absolute monstrosity in both ST and AoE performance. However, that obviously comes with the big catch that it’s extremely vulnerable to both damage loss and, in the case of bosses, KO. Given how vulnerable and niche it is, it’s generally justifiable for its performance to be as high as it is in that it needs to hit hard to compensate for how frequently it either gets knocked around or has to stop in order to not die.

In keeping with the Mario Kart reference, Rage Melee can be considered to be “Very Heavy” in terms of consistently, like Bowser if Bowser had half the turning radius but twice the acceleration.

2. Mental


Despite its unprecedented unpopularity, Mental is an excellent power with potent DPS. It doesn’t have to get as close as gadgets does to pull its craziest numbers off but it does have to carefully position its critical damage field and is extremely vulnerable to damage loss. Fortunately, even if we can’t land the field, Mental’s long range performance is still on par with other powers. That said, the heavy damage field reliance does result in a risk:reward scenario that likely makes Mental’s performance justifiable.Mental’s boss rotations also have slightly below average multi-target performance,

Mental is like a more manageable “Heavy,” like Donkey Kong.

3. Munitions


Heavy hitting at all ranges but BiS is reliant on non-stop channeling intermixed with snappy combo clipping to achieve peak boss performance. BiS has exceptionally, irredeemably dirty boss damage. Only capable of competitive clean ST with Lernaea’s Amulet via a relatively challenging and risky rotation. Both rotations have increased risk of damage loss. This is somewhat mitigated by, in the case of BiS, its high mobility but most cancel effects are room-wide. While survivability isn’t generally an issue (except when attempting clean ST), keeping the guns blazing at times is. Also, despite how dirty BiS, Muni’s best boss rotation’s multi-target performance is only slightly above average compared to the field.

Barely “Heavy,” owing only to the addition of the Multi-Net Combo clipping requirement to max out boss performance.[/i

4. Gadgets (Short Range)


Gadgets has excellent short range performance but the proximity places it at risk in Elite content and the range limitation is such that it can be difficult to reliably execute this variant without substantial losses. Gadgets Boss rotation executions all have some of the worst multi-target performance of all powers.

Still “Heavy,” due to the potential to lose big damage chunks, but bordering on “Medium Heavy.”

5. Celestial


Celestial’s mechanics can seem daunting to newcomers but it’s a capable and relatively safe (from damage loss) power when used correctly. It can fluidly adjust its ST:AoE performance ratio in boss fights as required (and is capable than even greater AoE potential in boss fights then shown via Consume Soul’s combo). Vulnerable to interrupt due to its “all or nothing” combos, which is somewhat mitigated via the combos used. Requires more knowledge than most powers in order to be aware of which combos will reliably work in which situations. Even while still focusing a primary target, Celestial’s multi-target boss performance is decent.

Another firmly “Medium Heavy” power. If Fire is the Mario of the game, Celestial is the Luigi.

Meta/Balance Overview (Continued)

6. Light


Ranking before Quantum due to better-rounded performance. Relies on clean, tight clipping. Light DPS combos are fairly vulnerable to interrupt and they’re “all or nothing” burst-type sources in that when we have to stop to deal with mechanics, our damage stops almost completely. Its actual in-content performance appears to justify its sparring target performance and Light is extremely power hungry. Second worst multi-target performance of all boss rotations (but way ahead of Quantum’s still).

Light is “Heavy.” it loses more than other powers when constantly interrupted

7. Earth


Relies on a fair bit of cancelling and clipping to max itself out but less vulnerable to interrupt than similar powers while dealing a mix of ST and AoE from range. Simple and capable. Its best boss rotations have solid multi-target performance.

Earth performs like a “Medium Heavy” bordering on a “Heavy.”

8. Atomic (Mid-Range)


Heavy reliance on 3-stage combo clipping and fairly vulnerable to interrupt but solid ST performance combined with the 3rd best multi-target performance of boss rotations. A “one size fits all” power.

In terms of execution, Atomic is a “Heavy” bordering on a “Medium Heavy.”

9. Fire


Similar to Munitions but with a simpler execution and more capability of dealing clean damage when desired. Despite being an ST specialist, Fire’s multi-target performance on its boss rotations doesn’t fall too far behind other powers. Like Muni, Fire is very vulnerable to grounding & physics effects that can cancel channeling. Also suffers from an extremely dangerous channel queue bug (like Muni/Ice) which prevents canceling/blocking at times without clearing the queue..Improved mobility in both ST and AoE builds helps to mitigate some of these concerns.

Fire is firmly a “Medium Heavy” power, essentially the Mario of the pack. Not too crazy, somewhat susceptible to losses, but adaptable and well rounded.

10. Gadgets (Mid-Range)

This is the most likely/common Gadgets execution to occur in Elite content due to boss movement and/or lethal proximity punishment mechanics. With barely below average ST performance combined with below average multi-target performance in boss fights, Gadgets needs to get in as many short-range rotations as it can.

11. Quantum


Simple, effective, and resilient. Its hallway AoE options are infuriatingly well balanced and nuanced. However, despite its ST performance being higher than several of the powers we’ve already looked at,its best boss rotations have the worst multi-target performance of all powers by a wide margin, necessitating dedicated builds for pure ST and mixed-target boss situations.

Quantum is “medium,” the Yoshi of the group.

12. Ice


Ice is competent in both clean ST and multi-target boss fight situations in addition to being extremely effective against large groups of hallways adds. Some of its bugs/quirks appear to have been fixed, giving it access to some stronger rotations. However, the nature of how its damage is dealt in boss fights will result in some inconsistent performance (but which averages out to be solid overall). Ice also has one of the best La-Mort rotations and its also the most tanky DPS rotation in the game.

Ice place can range from light to heavy depending on whether or not Frost Blast or Ice Boulder is used.

13. Sorcery


Capable of solid pet and non-pet builds. Sorcery’s rotations are extremey simple to execute and effective in both ST and multi-target boss situations. The primary detractor of its best rotations is that they’re heavily reliant on projectiles. Needs to adjust for boss-mobility more than most other powers.

Sorcery is “Light,” effectively the Toad of the game.

14. Nature


Here we start to get into the multi-target specialists, ie. powers with slightly below average ST damage but well above average multi-target performance in their boss rotations. Nature is competent enough in ST but its best boss rotations have extreme AoE capability. It’s relatively safe to use with Lernaea’s Amulet due to its heavy use of low-cost powers. It’s non-Amulet rotations are also more vulnerable to damage loss.

Its rotations execute like they’re light but its potential for catastrophic DPS loss if Poisons are lost makes it a medium to medium heavy overall

15. Water


Similar to Nature, Water’s ST performance is slightly below average but it has above average multi-target performance in boss fights. It’s also much less vulnerable to damage loss and its combos are well hardened.

Water’s execution is “Medium Heavy.”

16. Rage Ranged

Same boat as Water/Nature. Slightly below average ST but well above average multi-target performance on its boss rotations.

17. Atomic (Long-Range)

Slightly lower damage than Water/Nature/Rage ranged but 4th best multi-target boss fight performance. As we can see, the trend of DPS shifting from clean ST to AOE continues.

18. Electricity


It’s important to note that if we factor Circuit Breaker, Electricity is actually right in the middle of the pack for ST performance. Without Circuit Breaker, however, Elec has the 2nd weakest ST output in the game combined with the 3rd weakest multi-target potential on its strongest boss rotation. It also struggles to adjust its ST:AOE performance spectrum without drastically undercutting one or the other. It does have the potential to use the single most powerful raw AoE rotation in the game… but the ST performance on it is abysmal, its heavily dependent on non-split damage and long-lasting, stationary targets which makes it too situational to increase the power’s standing.

Electricity is the “Very Light” Baby Mario of the game.

19. Gadgets (Long-Range)

When forced to execute its rotations beyond short/mid range, which can be the case in some Elite content, Gadgets has the single weakest ST performance in the game combined with one of the weakest multi-target performances of all boss rotations. It is critical that gadgets stay as close to its target as possible as often as possible.

Meta/Balance Overview (Continued)

Summary


The game is fairly well balanced when we look at both single and multi-target performance, though how content is designed can see certain powers suffering more than others. Any power will do well in the right hands but a few powers have a moderate advantage in 100% ST environments while others have a significant advantage in mixed/AoE boss fights. The top-performing ST powers also tend to have greater liability attached in actual content that informs/justifies their raw max potential, but this is content dependent. Real-world factors tend to balance the powers even further.


Lernaea’s Amulet has proven to be an excellent equalizer and it has resulted in the performance spread being narrowed considerably, with the powers that were previously the worst off being, generally, the safest to use it with. However, it should be noted that some powers do almost as well with pretty much any artifact combo while others require very specific combos. This isn’t an issue for overall balance but it’s something to consider for players on a shoestring or who like to mix it up a lot.

Rotation Nomenclature/Glossary

Structure:


Rotations generally follow the following structure in this guide:

Power 1 > Power 2 (instruction/note/caveat)(instruction/note/caveat) > Power 3 > Power 2 > Repeat

Sometimes, only certain parts of the rotation are repeated after the initial cycle. This is indicated as follows:

Power 1 > [Power 2 (instruction/note/caveat)(instruction/note/caveat) > Power 3 > Power 2 > Repeat portion in square brackets only]

Common Terms:

(clipped with): Indicates the power this is informing is to be clipped with the next power in the rotation.

(x ticks)(tap cancel): Indicates, on a channeled power or similar, that a specific action is to be taken after x damage ticks. It’s important to note that “x” is the number of ticks we want to occur, not the number of ticks we’re waiting to see before tap cancelling (ie. we can get 2 ticks of Freezing Breath when tap cancelling about halfway between the first and second tick).

(combo): Indicates to do the power’s only combo. This is generally used for single-stage combos but also applies to multi-stage combos where the intermediate stages have no effect (eg. Celestial).

(full combo): Indicates to do all stages of a multi-stage combo where each stage does damage.

(1x combo): Indicates the number of stages to carry out of a multi-stage combo where each stage deals damage.

(+2 combo): Indicates how many times to do a self-repeating combo

(Minigun Combo): Indicates to do a specific combo on a power with multiple potential combo options (eg. Celestial, Light).

(jump cancel): Indicates to jump cancel the power once the effect is guaranteed to occur. Be careful that the timing is right, as some powers can be jump cancelled too early.

*: Indicates there is a specific note pertaining to the element marked by the asterisk. General notes are usually presented without asterisks.

Rotation Types

The guide is separated into “Boss Rotations” (ie. those with an ST focus), and “Raid Hallway Rotations” (ie. those with an AoE focus). Taking a boss rotation into a hallway situation will result in poor performance in that context and vice versa. DPS should have separate armouries for bosses and for raid hallways, as each requires a unique approach.

Atomic – Boss (ST Focus) Rotations

General Note: Due to many rotations requiring the use of Atom-Powered Assault in order to activate our Quark-Gluon Aura, using the +2% Crit Rate head mod is a viable alternative to the normal SC refund choices.

General Purpose Variants
Quark-Gluon Aura

Optimal for most boss fight situations but fairly vulnerable to interrupt due to reliance on multi-stage power combos. Consider using one of the other variants in interrupt-heavy fights.

Heat Vision > Neutron Bomb (full combo)(clipped with) > Neutron Bomb (clipped with) > Atom-Powered Assault > [Heat Vision > Neutron Bomb (full combo)(clipped with) > Geiger Beam > Repeat portion in square brackets only unless you need to reactivate Quark-Gluon Aura]

[link]

Freezing Breath

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Geiger Beam > Neutron Bomb (1x combo)(clipped with) > Heat Vision > Neutron Bomb (1x combo)(clipped with) > Geiger Beam > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Neutron Bomb (1x combo)(clipped with) > Geiger Beam > Neutron Bomb (1x combo)(clipped with) > Repeat

[link]

Note: Slightly less damage than the Quark-Gluon variant but less vulnerable to damage loss due to combo interrupt in actual combat.

Cleaner ST

Note: Grimorium Verum PI

Heat Vision > Freezing Breath* (2 ticks)(tap cancel) > Geiger Beam > Particle Beam** > Heat Vision > Particle Beam** > Geiger Beam > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Particle Beam** > Geiger Beam > Particle Beam** > Repeat

[link]

* If even cleaner damage is required or if other enemies we don’t want to damage are too close, do Particle Beam instead of Freezing Breath.
** If Acrobatic and you don’t want to have to use Grimorium Verum, Particle Beam may be replaced with Zip Tie Attack.

Source Shard

Heat Vision > Particle Beam* > Geiger Beam > Particle Beam* > Repeat
* Whenever Godwave Strength is off cooldown, use it instead of Particle Beam. If Acrobatic, Zip Tie Attack may be used instead of Particle Beam.

[link]

Note: Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets. Ideal for situations where a boss will frequently force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss when we can’t.

La-Mort Variants
Quark-Gluon Aura

Geiger Beam > Heat Vision > Neutron Bomb (1x combo)(clipped with) > Geiger Beam > Neutron Bomb (full combo)(clipped with) > Neutron Bomb (clipped with) > Atom-Powered Assault > [Geiger Beam > Heat Vision > Neutron Bomb (1x combo)(clipped with) > Geiger Beam > Neutron Bomb (full combo)* > Repeat portion in square brackes only]

* Once the Quark-Gluon Aura is active, when it’s off cooldown we can clip the full combo Neutron Bomb with Neutron Bomb (clipped with) > Atom-Powered Assault without hurting our rotation’s DPS, as shown in the demo video.

[link]

Freezing Breath

Geiger Beam > Heat Vision > Neutron Bomb (1x combo)(clipped with) > Geiger Beam > Freezing Breath (3 ticks)(tap cancel) > Neutron Bomb (1x combo)(clipped with) > Repeat

[link]

or

Geiger Beam > Heat Vision > Neutron Bomb (1x combo)(clipped with) > Geiger Beam > Neutron Bomb (1x combo)(clipped with) > Heat Vision > Geiger Beam > Neutron Bomb (1x combo)(clipped with) > Freezing Breath (3 ticks)(tap cancel) > Repeat

[link]
Lernaea’s Amulet All-In

Note: This has no out for the Amulet, meaning we are completely dependent on the healers and we need to know when to not cast to avoid killing ourselves. High risk, high reward. Advised to only use with players you know.

Loadout: Freezing Breath, Neutron Bomb, Nuclear Burst, Atom Splitter, Robot Sidekick, SC

Long Range Execution
Freezing Breath (2 ticks)(tap cancel) > Neutron Bomb (full combo)(clipped with) > Nuclear Burst (full combo)(clipped with) > Neutron Bomb (full combo)(clipped with) > Repeat

[link]

Mid Range Execution
Freezing Breath (2 ticks)(tap cancel) > Neutron Bomb (full combo)(clipped with) > Atom Splitter (full combo)(clipped with) > Neutron Bomb (full combo)(clipped with) > Repeat

[link]
Lernaea’s Amulet Safety Net

Use either the Long or the Mid range variant above then replace Nuclear Burst or Atom Spliiter (whichever you won’t be using) on your bar with either finisher, a personal shield, Atom-Powered Assault (for faster Aura activations), or a second supercharge.

Atomic – Raid Hallway (AoE Focus) Rotations

Short/Mid Range Variants
Freezing Breath + Quark-Gluon Aura

Freezing Breath (2-ticks)(tap cancel) > Neutron Bomb (full combo)(clipped with) > Geiger Blast (clipped with) > Atom-Powered Assault > Neutron Bomb (full combo)(clipped with) > Repeat [clipping Geiger Blast with Atom-Powered Assault when available]

[link]
[link]

Sonic Cry + Quark-Gluon Aura

Sonic Cry > Neutron Bomb (full combo)(clipped with) > Geiger Blast (clipped with) > Atom-Powered Assault > Neutron Bomb (full combo)(clipped with) > Geiger Blast > Neutron Bomb (full combo)(clipped with) > Geiger Blast > Neutron Bomb (full combo)(clipped with) > Repeat

[link]
[link]

Point Blank Variants
Grimorium Verum + Quark-Gluon Aura

Note: If targets are near death, do Geiger Blast instead of re-applying Electron Flare.

Neutron Bomb (full combo)(clipped with) > Electron Flare (clipped with) > Atom-Powered Assault > Neutron Bomb (full combo)(clipped with) > Geiger Blast > Neutron Bomb (full combo)(clipped with) > Geiger Blast > Neutron Bomb (full combo)(clipped with) > Geiger Blast > Repeat

[link]
[link]

Non-Quark-Gluon Sonic Cry

Note: If targets are near death, do Geiger Blast instead of re-applying Electron Flare.

Atom-Splitter (full combo)(clipped with) > Sonic Cry > Electron Flare > [Atom-Splitter (full combo)(clipped with) > Sonic Cry > Geiger Blast > Atom-Splitter (full combo)(clipped with) > Sonic Cry > Geiger Blast > Atom-Splitter (full combo)(clipped with) > Electron Flare > Geiger Blast > Repeat portion in square brackets only]

[link]
[link]

Whirling Dervish + Grimorium Verum

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Atom Splitter (full combo)(clipped with) > Electron Flare > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Atom Splitter (full combo)(clipped) > Geiger Blast > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Atom Splitter (full combo)(clipped with) > Geiger Blast > Repeat

[link]
[link]

Note: If targets are near death, do Geiger Blast instead of re-applying Electron Flare.

Whirling Dervish + Quark-Gluon Aura

Whirling Dervish (1-3 ticks)(Dashing Combo)(clipped with) > Atom Splitter (full combo)(clipped with) > Geiger Blast (clipped with) > Atom-Powered Assault > Whirling Dervish (1-3 ticks)(Dashing Combo)(clipped with) > Atom Splitter (full combo)(clipped with) >Geiger Blast > Whirling Dervish (1-3 ticks)(Dashing Combo)(clipped with) > Atom Splitter (full combo)(clipped with) > Geiger Blast > Repeat

[link]
[link]

Full Range Variants
Heat Vision

Poor initial damage better suited for large groups of long-lived adds.

Heat Vision > Neutron Bomb (full combo)(clipped with) > Nuclear Burst (1x combo)(clipped with) > Atom-Powered Assault > [Heat Vision > Neutron Bomb (full combo)(clipped with) > Nuclear Burst (full combo)(clipped with) > Repeat portion in square brackets only unless Quark-Gluon Aura needs to be reactivated]

[link]
[link]

Atomic – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Celestial – Boss (ST Focus) Rotations

Important Power Notes

– We cannot queue taps onto Defile
– Every time we cast Plague, we move a step forward. We can jump during combo-able powers to maintain position without losing the ability to combo.
– If certain powers are pressed again after they’re activated, their combos can no longer be executed. Be careful when activating such powers to avoid damage loss.
– Rotations featuring Plague cannot show the true maximum damage potential on Sparring Targets due to the fact that if our Plague target dies, it will spread it to other targets for free.
– Factor interruptions and delays into how long a rotation is allowed to run before re-applying PI, where applicable.

General Purpose
ST Execution

Heat Vision > Divine Light > Defile > Consume Soul > Heat Vision > Consume Soul > Defile > Consume Soul > Heat Vision > Consume Soul > Defile > Consume Soul > Repeat

[link]

or (Combo Variant)
Note: More damage but more vulnerable to interrupt.

Divine Light (combo) > Heat Vision > Consume Soul > Defile > Consume Soul > Heat Vision > Consume Soul > Repeat

[link]

AoE Execution

Get in closer (while staying out of danger) and use this when more AoE is desired for adds.

Heat Vision > Divine Light > Defile > Consume Soul (combo)(clipped with) > Heat Vision > Consume Soul (combo)(clipped with) > Defile > Consume Soul (combo)(clipped with) > Heat Vision > Consume Soul (combo)(clipped with) > Defile > Divine Light > Heat Vision > Consume Soul (combo)(clipped with) > Defile > Consume Soul (combo)(clipped with) > Heat Vision > Consume Soul (combo)(clipped with) > Defile > Consume Soul (combo)(clipped with) > Repeat

[link]
[link]

Source Shard

Heat Vision > Consume Soul* > Defile > Consume Soul* > Repeat
* Whenever it’s available, use Godwave Strength instead of Consume Soul (see video).

[link]
Notes:
– If multiple targets are present and AoE is desired, we can do the Consume Soul + combo as per the General Purpose (AoE Execution) rotation.
– Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets. Ideal for situations where a boss will frequently force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss when we can’t.

La-Mort Variants
Freezing Breath Variant

Note: If multiple targets are present and AoE is desired, we can do the Consume Soul + combo as per the General Purpose (AoE Execution) rotation.

Defile > Heat Vision > Consume Soul > Defile > Freezing Breath (3 ticks)(tap cancel) > Consume Soul > Repeat

[link]

or

Defile > Heat Vision > Consume Soul > Defile > Consume Soul > Heat Vision > Defile > Consume Soul > Freezing Breath (3 ticks)(tap cancel) > Repeat

[link]
Plague Variant

Defile > Plague (Divine Light combo)(clipped with) > Consume Soul > Defile > Heat Vision > Consume Soul > Repeat

[link]
Notes:
– This is fairly vulnerable to interrupt due to Plague’s slow 3-stage combo. As the Freezing Breath variant can be protected by Empowered Channeling, it will generally outperform this.
– If multiple targets are present and AoE is desired, we can do the Consume Soul + combo as per the General Purpose (AoE Execution) rotation.

Lernaea’s Amulet Safety Net

– Demoed with Amulet actually on. Performance better with healer support.
– Riskier than All-In when maintaining 10 stacks of Offering due to higher overall power cost.
– Very high risk even with excellent healers due to power cost

Plague (combo)(clipped with) > Consume Soul > Heat Vision > Consume Soul > Repeat as best as able while popping Defile if healing or Offering reset is required

[link]
Lernaea’s Amulet All-In Variants

Note:
– These have no out for the Amulet, meaning we are completely dependent on the healers and we need to know when to not cast to avoid killing ourselves. High risk, high reward. These should only be used with people you know. Do not use these if the healers are struggling in the slightest.
– Safer for holding 10 stacks of Offering than Safety Net version due to lower average power cost.

Plague Variant

Heat Vision > Plague (combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Consume Soul > Repeat

[link]
Notes:
– This is vulnerable to interrupt due to Plague’s slow 3-stage combo but it is less Power (read: Health) hungry than the Grimorium Verum variant below.
– Accidentally recorded the demo with the wrong DPS mods in but the Meta Tracker Overview reflects the correct performance from more in-depth parsing with the correct mods.

Grimorium Verum Variant (EXTREME RISK)

Heat Vision > Consume Soul > Plague > Consume Soul > Freezing Breath (2 ticks)(tap cancel) > Consume Soul > Repeat

[link]
Note: This has an extremely high power cost and will deal ~50k damage to the user every few seconds. Only to be used in very specific safe situations with extremely skilled healers. Borderline suicidal.

Celestial – Raid Hallway (AoE Focus) Rotations

Important Power Notes

– We cannot queue taps onto Defile
– Every time we cast Plague, we move a step forward. We can jump during combo-able powers to maintain position without losing the ability to combo.
– If certain powers are pressed again after they’re activated, their combos can no longer be executed. Be careful when activating such powers to avoid damage loss.
– Rotations featuring Plague cannot show the true maximum damage potential on Sparring Targets due to the fact that if our Plague target dies, it will spread it to other targets for free.
– Factor interruptions and delays into how long a rotation is allowed to run before re-applying PI, where applicable.

Mid Range Variants
Plague Variant

Consistent damage regardless of situation.

Note: Plague’s full combo is required for PI. Position carefully.

Plague (combo)(clipped with) > Blight (combo)(clipped with) > Admonish (combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Repeat

[link]
[link]

or

Plague (combo)(clipped with) > Blight (combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Repeat

[link]
[link]

Note: Despite video showing point blank execution, this can be done from mid range as with the Admonish version below. Plague’s full combo is again required for PI application.

Heat Vision Variant

Inferior damage to smaller groups of adds but more potential damage to large groups of closely packed adds. Less combo dependent. Less bursty.

Heat Vision > Plague (combo)(clipped with) > Admonish (combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Repeat

[link]
[link]

Notes:
– Wrath of the Presence + combo may be substituted for Blight/Admonish at a slight loss to make the rotation slightly burstier

Point Blank Variants
Blight Variant

Slightly more comboing, slightly burstier, no Plague bonus damage

Whirling Dervish (3 ticks)(Dashing combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Divine Light > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Blight (combo)(clipped with) > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Wrath of the Presence (combo)(clipped with > Repeat

[link]
[link]

Note: If all targets are near death, consider doing another Wrath combo instead of the Blight combo (burst vs DoT)

Anoint Variant

Burstiest Short Range variant and may be done with Critical Anoint III vice SC refund head mod.

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Divine Light (clipped with) > Anoint > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Repeat

[link]
[link]

Min Combo Variant

Slightly more resilient to interrupt than other Short Range variants but damage more dependent on effective Plague targeting and spreading.

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Divine Light > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Plague > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Repeat

[link]
[link]

Backup PI Variant

Most vulnerable to interrupt, demanding careful positioning. Able to apply PI more frequently.

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Divine Light > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Plague (combo)(clipped with) > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Wrath of the Presence (combo)(clipped with) > Repeat

[link]
[link]

Note: Order may be varied as required to ensure even PI distribution during pulls.

Full Range

Weaker initial, burst, and overall damage output. Better suited for large groups of adds that will survive for long enough to get the full value of all of the dots. Has the advantage of range, guaranteeing no interrupts.

Heat Vision > Divine Light (combo)(clipped with) > Plague (combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Plague (combo) > Freezing Breath (2 ticks)(tap cancel) > Repeat

[link]
[link]

Celestial – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Earth – Boss (ST Focus) Rotations

Important Power Notes

– Do not “reset” Jackhammer while comboing it. There is a misconception that DPS is increased by re-using the power but the higher damage on the initial hit comes with a major tempo loss and this practice ends up lowering overall DPS considerably.
– Rotations relying on Debris Field are vulnerable to damage loss due to target positioning and occasionally inability to apply PI due to cooldown.
– If Jackhammer is pressed a second time after it’s been activated, it can no longer combo. However, the power can be queued so there’s no reason to press it more than once.
– Without Fortify Golem, Crystal loses to Robot Sidekick

General Purpose

Grimorium Verum PI

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Sandblast > Upheaval (combo x1)(clipped with) > Heat Vision > Upheval (combo x1)(clipped with) > Sandblast > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Upheaval (combo x1)(clipped with) > Sandblast > Upheaval (combo x1)(clipped with) > Repeat

[link]

Note: If cleaner ST is required, we may substitute Zip Tie Attack, Pebble Blast, or Tornado Pull in for Upheaval but at a notable DPS loss.

Source Shard

Heat Vision > Upheaval* (+1 combo)(clipped with) > Sandblast > Upheaval* (+1 combo)(clipped with) > Repeat
* Whenever it’s available, use Godwave Strength instead of Upheaval (see video).

[link]

Notes:
– Crystal variants are DPS loss without sacrificing SC slot.
– Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets. Ideal for situations where a boss will frequently force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss when we can’t.

La-Mort Variants
Grimorium Verum PI

Sandblast > Heat Vision > Upheaval (+1 combo)(clipped with) > Sandblast > Freezing Breath (3 ticks)(tap cancel) > Upheaval (+1 combo)(clipped with) > Repeat

[link]

or

Sandblast > Heat Vision > Upheaval (+1 combo)(clipped with) > Sandblast > Upheaval (+1 combo)(clipped with) > Heat Vision > Sandblast > Upheaval (+1 combo)(clipped with) > Freezing Breath (3 ticks)(tap cancel) > Repeat

[link]

Debris Field PI

Slightly more damage than Grimorium Verum variants but highly vulnerable to DPS lose due to target movement.

Sandblast > Heat Vision > Debris Field > Sandblast > Upheaval (+3 combo)(clipped with) > Sandblast > Heat Vision > Upheaval (+1 combo)(clipped with) > Sandblast > Upheaval (+3 combo)(clipped with) > Repeat

[link]

or

Sandblast > Heat Vision > Debris Field > Sandblast > Upheaval (+1 combo)(clipped with) > Heat Vision > Sandblast > Upheaval (+3 combo)(clipped with) > Repeat

[link]
Lernaea’s Amulet Safety Net

Demoed with Amulet actually on. Performance better with healer support.

Grimorium Verum PI

Heat Vision > Upheaval (+2 combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Upheaval (+2 combo)(clipped with) > Repeat as best as able while popping Sandblast if healing or Offering reset is required

[link]
Lernaea’s Amulet All-In Variants

Note: These have no out for the Amulet, meaning we are completely dependent on the healers and we need to know when to not cast to avoid killing ourselves. High risk, high reward. These should only be used with people you know. Do not use these if the healers are struggling in the slightest.

Full Range Grimorium Verum Variant

3-Power
Slightly less ST damage potential and more vulnerable to interrupt but access to an additional loadout slot for a utility power (eg. shield) or additional SC.

Heat Vision > Upheaval (+2 combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Upheaval (+1 combo)(clipped with) > Repeat

[link]

or

4-Power
Slightly more ST damage potential and less vulnerable to interrupt.

Heat Vision > Upheaval (+1 combo)(clipped with) > Pebble Blast > Freezing Breath (2 ticks)(tap cancel) > Upheaval (+1 combo)(clipped with) > Repeat

[link]

Full Range Debris Field Variant

More damage but vulnerable to DPS loss due to target leaving Debris Field.

Debris Field > Heat Vision > Upheaval (+2 combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Upheaval (+1 combo)(clipped with) > Heat Vision > Upheaval (+2 combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Upheaval (+1 combo)(clipped with) > Repeat

[link]

Full Range Crystal Variant

Heat Vision > Upheaval (+1 combo)(clipped with) > Fortify Golem > Freezing Breath (2 ticks)(tap cancel) > Upheaval (+1 combo)(clipped with) > Repeat

[link]

Short/Mid Range Variant

Heat Vision > Tectonic Break (clipped with) > Unstoppable > Jackhammer (+6 combo)(clipped with) > Repeat

[link]

Point Blank Variant

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Tectonic Break (clipped with) > Unstoppable > Jackhammer (+9 combo)(clipped with) > Repeat

[link]

Earth – Raid Hallway (AoE Focus) Rotations

Important Power Notes

– Do not “reset” Jackhammer while comboing it. There is a misconception that DPS is increased by re-using the power but the higher damage on the initial hit comes with a major tempo loss and this practice ends up lowering overall DPS considerably.
– Rotations relying on Debris Field are vulnerable to damage loss due to target positioning and occasionally inability to apply PI due to cooldown.
– If Jackhammer is pressed a second time after it’s been activated, it can no longer combo. However, the power can be queued so there’s no reason to press it more than once.
– Without Fortify Golem, Crystal loses to Robot Sidekick

Short/Mid Range Variants
Freezing Breath + Jackhammer

Less damage than Whirling Dervish variant and uses a conal pbAoE vice full 360 pbAoEs but can be done from farther away so less vulnerable to KO/interrupt.

Freezing Breath (2 ticks)(tap cancel) > Tectonic Break (clipped with) > Unstoppable > Jackhammer (+12 combo)(clipped with) > Repeat

[link]
[link]

Point Blank Variants
Whirling Dervish + Jackhammer

Highest raw output AoE rotation for the power.

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Tectonic Break (clipped with) > Unstoppable > Jackhammer (+9 combo)(clipped with) > Repeat

[link]
[link]

Full Range Variants
Rumblecrush Variant

Lower max damage but most reliable Full Range PI application and bursty.

[Freezing Breath (2 ticks)(tap cancel) > Rumblecrush > Upheaval (+2 combo)(clipped with) > Striking Stones > Upheaval (+2 combo)(clipped with)]* > Freezing Brehath (2 ticks)(tap cancel) > Striking Stones > Upheaval (+2 combo)(clipped with) > Striking Stones > Upheaval (+2 combo)(clipped with) > Repeat
* Repeat portion in square breaks anytime new targets are present without PI or can be reapplied every rotation if desired

[link]
[link]

Debris Field Variant

Higher damage but less bursty and more potential for DPS loss due to moving targets or lack of PI availability.

Freezing Breath (2 ticks)(tap cancel) > Debris Field > Upheaval (+2 combo)(clipped with) > Striking Stones > Upheaval (+2 combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Striking Stones > Upheaval (+2 combo)(clipped with) > Striking Stones > Upheaval (+2 combo)(clipped with) > Repeat

[link]
[link]

Heat Vision

Least bursty option, poor initial damage, most vulnerable to interrupt. Better performance when dealing with large groups of closely packed adds that will stay alive for a while. Prone to losing the Heat Vision burst in content due to bugs.

Rumblecrush PI
Heat Vision > Upheaval (+1 combo)(clipped with) > Rumblecrush > Freezing Breath (2 ticks)(tap cancel) > Upheaval (+1 combo)(clipped with) > Repeat

[link]
[link]

or

Debris Field PI
Debris Field > Heat Vision > Upheaval (+2 combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Upheaval (+1 combo)(clipped with) > Heat Vision > Upheaval (+2 combo)(clipped with)

[link]
[link]

General Substitution Note: Shards may be substituted for Striking Stones in any of the above rotations at a moderate cost to range, a slight cost to long-term damage, and a slight increase to initial burst damage (hits slightly harder but has a slightly longer dovetail). It’s a bit awkward as it’s a mid-range conal pbAoE that advances our character every time we use it, however.

Earth – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear
TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Electricity – Boss (ST Focus) Rotations

Important Power Notes

– Do not queue taps onto Ionic Drain, as it will end the channel early.
– Arc Lightning and Tesla Ball are non-split damage. They do poor initial damage unless hitting larger groups of adds.
– Due to having weak (for ST) PI applicators and a useless Grim interaction, the only way to reach the ST level of other powers without relying on Circuit Breaker is to PI share (ie. have a tank/troll/heal apply Electrify for you via either a consumable or Arc Lightning from an Elec healer).

Lernaea’s Amulet PI Sharing All-In

Important: These PI Share rotations require another player to establish PI for you

Heat Vision Variant Variant

Loadout: Heat Vision, Electrogenesis, Freezing Breath, Tesla Blast, Robot Sidekick, SC

Heat Vision > Electrogenesis > Tesla Blast* > Tesla Blast* > Tesla Blast* > Heat Vision > Tesla Blast* > Tesla Blast* > Tesla Blast* > Tesla Blast* > Repeat
*Whenever Freezing Breath is off cooldown, do Freezing Breath (2 ticks)(tap cancel) instead of Tesla Blast

[link]

Electrocute Variant

Notes:
– Higher maximum DPS potential but much greater potential for DPS loss due to the damage field
– Electrocute makes it very hard for the group to see, even with outlines turned on, and is easily the most obnoxious attack in the entire game

Loadout: Electrogenesis, Electrocute, Freezing Breath, Tesla Blast, Robot Sidekick, SC

Electrogenesis > Electrocute > Tesla Blast* > Tesla Blast > Tesla Blast* > Tesla Blast* > Tesla Blast* > Tesla Blast* > Tesla Blast* > Tesla Blast* > Repeat
*Whenever Freezing Breath is off cooldown, do Freezing Breath (2 ticks)(tap cancel) instead of Tesla Blast

[link]

Lernaea’s Amulet All-In

Strongest ST performance for the power (with Lernaea’s Amulet actually on) and relatively safe with support present due to the low power costs involved. Still, this has no out for the Amulet, meaning we are dependent on the healers and need to know when to not cast to avoid killing ourselves.

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Voltaic Bolt > Tesla Blast > Tesla Blast > Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Tesla Blast > Tesla Blast > Tesla Blast > Repeat

[link]

Notes:
– If a safety net is desired, can replace Freezing Breath with Ionic Drain (but only activate it when you want to heal or remove Offering stacks).
– You may have to spam the input to get the range taps onto each Tesla Blast but it’s worth it.

Lernaea’s Amulet Safety Net

Demoed with Amulet actually on. Performance better with healer support.

Heat Vision Variant

Heat Vision > Voltaic Bolt > Tesla Blast > Tesla Blast > Test Blast > Heat Vision > Tesla Blast > Tesla Blast > Tesla Bast > Tesla Blast > Repeat as best as able while popping Ionic drain if healing or Offering reset is required

[link]

Spammier Variant

Electrogenesis > Voltaic Bolt > Tesla Blast > Tesla Blast > Tesla Blast > Tesla Blast > Tesla Blast > Tesla Blast > Tesla Blast > Tesla Blast > Tesla Blast > Tesla Blast > Ionic Drain > Repeat as best as able while popping Ionic drain if healing or Offering reset is required

[link]
General Purpose Variants
Electrified Variant

Best damage and cleanest ST

Heat Vision > Voltaic Bolt > Ionic Drain > Tesla Blast > Heat Vision > Tesla Blast > Ionic Drain > Tesla Blast > Repeat

[link]

Polarized Variant

Less ST damage but better all round performance in mixed ST/AoE situations.

Grimorium Verum PI

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Ionic Drain > Electrostatic Bomb > Heat Vision > Electrostatic Bomb > Ionic Drain > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Electrostatic Bomb > Ionic Drain > Electrostatic Bomb > Repeat

[link]

Note: Electrostatic Bomb is a projectile attack. It has a wide detonation area but can miss, so not ideal for all situations and you may want to stay at mid range or closer depending on how mobile the boss is.

Source Shard

Heat Vision > Electrostatic Bomb* > Ionic Drain > Electrostatic Bomb* > Repeat
* Whenever it’s available, use Godwave Strength instead of Electrostatic Bomb (see video).

[link]

Note: Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets. Ideal for situations where a boss will frequently force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss when we can’t.

La-Mort
Focused Variant

Ionic Drain > Heat Vision > Voltaic Bolt > Ionic Drain > Tesla Blast > Heat Vision > Ionic Drain > Tesla Blast > Tesla Blast > Tesla Blast > Repeat

[link]

Splashy Variant

Slightly less ST damage but better in mixed ST/AoE situations.

Grimorium Verum PI

Ionic Drain > Heat Vision > Electrostatic Bomb > Ionic Drain > Freezing Breath (3 ticks)(tap cancel) > Electrostatic Bomb > Repeat

[link]

or

Ionic Drain > Heat Vision > Electrostatic Bomb > Ionic Drain > Electrostatic Bomb > Heat Vision > Ionic Drain > Electrostatic Bomb > Freezing Breath (3 ticks)(tap cancel) > Repeat

[link]

Electricity – Raid Hallway (AoE Focus) Rotations

Full Range

Only slightly behind the Point Blank build below but with essentially no real vulnerability to interrupt/KO.

Freezing Breath (2 ticks)(tap cancel) > Arc Lightning > Voltaic Blast > Tesla Ball > Arc Lightning > Voltaic Blast > Repeat

[link]
[link]

Point Blank

Highest and burstiest raw output but most vulnerable to interrupt/KO.

Whirling Dervish (3 ticks)(tap cancel) > Arc Lightning > Voltaic Blast > Electrostatic Bomb > Repeat

[link]
[link]

Note: Use of Grimorium Verum not required but acceptable if one lacks other options. Optimal performance with this is achieved by using Electrostatic Bomb without PI while using artifacts that benefit the entire rotation.

Wrath of God

Despite the name, this rotation is actually a complete paper tiger that will almost never perform well in actual content. This is due to it suffering from almost every possible rotational weakness and limitation as follows:
– Arc Lightning, Tesla Ball, and Heat Vision DoT are non-split, performing below average on 1-3 targets and above average on 4-8 targets
– Electrogenesis is a damage aura applied to the two viable targets that are closest to the caster. If those targets die or don’t stay in range of other targets, this loses a lot of damage.
– Heat Vision is vulnerable to interrupt and the burst can bug out due to target loss or (post-nerf) for seemingly any reason. The burst & DoT will be completely lost a non-negligible number of times in any given run.
– Electrocute is a damage field vulnerable to heavy DPS loss vs targets that move out of it.
– This is extremely DoT heavy and does poor initial burst damage, taking a while to reach its full potential. Similarly, by the time it does reach full potential everything tends to be dead or near-death and this rarely gets an opportunity to shine.

This rotation is only really competitive when used against large, stationary groups of relatively tanky adds or if there is a significant performance gap between you and the other DPS such that adds are living considerably longer than they normally would be. Not viable for most raid hallways.

Arc Lightning > Tesla Ball > Electrogenesis > Arc Lightning > Heat Vision > Arc Lightning > Tesla Ball > Electrocute > Arc Lightning > Heat Vision > Repeat

[link]
[link]

Electricity – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Fire – Boss (ST Focus) Rotations

Important Power Notes

– Queueing taps onto Absorb Heat will prevent you from being able to cancel it in any way. This bug can also occur randomly during group content due to external effects. Be cautious.

General Purpose Variants
Hybrid Variant

High output and gives us the ability to adjust rotation for clean ST or AoE splash situations. Also not vulnerable to Spontaneous Combustion’s potential damage losses.

Heat Vision > Absorb Heat > Snuff Out* > Freezing Breath** (2 ticks)(tap cancel) > Repeat
* When more splash/AoE is desired, skip Snuff Out. There will be a very slight delay before Freezing Breath can be activated.
** When clean ST is desired, skip Freezing Breath

[link]

Dirty Variant

High output and much more AoE/splash but less Empowered Channeling support. Ideal for most situations. Alternating Combustion and Freezing Breath like this results in a small but notable gain vs running Freezing Breath or Spontaneous Combustion independently.

Alternating Iteration
Heat Vision > Absorb Heat > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Absorb Heat > Spontaneous Combustion > Repeat

[link]

Notes:
– If targets are near death such that they won’t survive for Spontaneous Combustion to proc multiple times, wait the split second to do Freezing Breath again instead.
– If rotation is interrupted/delayed, do Freezing Breath (since it will be off cooldown) instead of Spontaneous Conbustion.

– Damage skews slightly more ST than the Left to Right Iteration below. Good when focusing a target.

or

Left to Right Iteration
Heat Vision > Absorb Heat > Spontaneous Combustion > Freezing Breath (2 ticks)(tap cancel) > Repeat

[link]

Notes:
– Slightly less damage and doesn’t have the same capacity to regain some DPS if delayed/interrupted but simpler execution.

– Damage skews slightly more AoE than the Alternating Iteration above. Good for when we want to eliminate adds..

Clean Variant

Clean, focused damage but despite Empowered Channeling, this is still vulnerable to interrupt. The only splash damage comes from Heat Vision’s burst or targets walking through the beams.

Heat Vision > Absorb Heat > Snuff Out > Repeat

[link]

Note: The 4th slot can either be used for a utility power (eg. shield), or for a backup power to be used when we want to clip something with Robot Sidekick, Neo-Venom Boost, etc.

Bugfix / Support DPS Variant

These are alternatives for fights where the Absorb Heat cancellation bug might prove a significant issue. These can also be used to full-DPS while in Tank role to circumvent the 12% DMG penalty incurred for having duplicate roles in alerts, events, and open world content, since Absorb Heat does poor DPS in Tank role.

Short/Mid Range Iteration
Best performance but limited range.

Heat Vision > Spontaneous Combustion > Snuff Out > Flashpoint > Repeat

[link]

or

Dual 6s Iteration
Decent full range performance but depends on clean, effective Freezing Breath execution. Slightly insulated against rotation delays and interrupts.

Heat Vision > Spontaneous Combustion > Snuff Out > Freezing Breath (2 ticks)(tap cancel) > Repeat

[link]

or

Wildfire Iteration
Heat Vision > Spontaneous Combustion > Snuff Out > Wildfire > Repeat

[link]
Source Shard

Pop Godwave Strength anytime it’s off cooldown (see video). The length of channeling helps ensure we’re rarely, if ever, overwriting our existing buff.

Heat Vision > Absorb Heat > Snuff Out > Repeat

[link]

Note: Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets. Ideal for situations where a boss will frequently force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss when we can’t.

La-Mort Variants
Absorb Heat Variant

Snuff Out > Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Snuff Out > Absorb Heat > Repeat

[link]

or

Note: If trying to avoid the Absorb Heat block cancel bug, any of the below iterations will work for whatever your preferred playstyle and engagement range is.

Bugfix/Support DPS Variants

Note: All following variants are comparable in practice but have applications in that they have different effective ranges and varying degrees of splashiness.

Flashpoint + Fireburst Variant
Snuff Out > Heat Vision > Flashpoint > Snuff Out > Fireburst > Flashpoint > Repeat

[link]

or

Snuff Out > Heat Vision > Flashpoint > Snuff Out > Flashpoint > Heat Vision > Snuff Out > Flashpoint > Fireburst > Repeat

[link]

Wildfire + Freezing Breath Variant
Snuff Out > Heat Vision > Wildfire > Snuff Out > Freezing Breath (3 ticks)(tap cancel) > Wildfire > Repeat

[link]

or

Snuff Out > Heat Vision > Wildfire > Snuff Out > Wildfire > Heat Vision > Snuff Out > Wildfire > Freezing Breath (3 ticks)(tap cancel) > Repeat

[link]

Flashpoint + Freezing Breath Variant
Snuff Out > Heat Vision > Flashpoint > Snuff Out > Freezing Breath (3 ticks)(tap cancel) > Flashpoint > Repeat

[link]

or

Snuff Out> Heat Vision > Flashpoint > Snuff Out > Flash Point > Heat Vision > Snuff Out > Flashpoint > Freezing Breath (3 ticks)(tap cancel)

[link]
Lernaea’s Amulet Safety Net

Heat Vision > Absorb Heat > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Absorb Heat > Snuff Out > Repeat

[link]

Note: This can also be used as an “All-In” rotation with a safety net by only activating Snuff Out when required.

Lernaea’s Amulet All-In

Note: This has no out for the Amulet, meaning we are completely dependent on the healers and we need to know when to not cast to avoid killing ourselves. High risk, high reward. This should only be used with people you know. Do not use this if the healers are struggling in the slightest.

Heat Vision > Absorb Heat > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Absorb Heat > Spontaneous Combustion > Repeat

[link]

Fire – Raid Hallway (AoE Focus) Rotations

Point Blank Variants
Flame Cascade Variant

Vulnerable to interrupt. Take advantage of the mobility of Dervish and Cascade to position wisely & carefully.

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Flashpoint > Enflame > Flame Cascade > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Flashpoint > Flame Cascade > Flame Cascade > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Flashpoint > Flame Cascade > Flame Cascade > Repeat

[link]
[link]

Mass Detonation Variant

Higher potential by a slim margin but extremely vulnerable to interrupt and any rotational delays have the potential to result in significant DPS loss due to how tight the PI timing is with the final cast before reset.

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Enflame > Mass Detonation > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Flashpoint > Mass Detonation > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Flashpoint > Mass Detonation > Repeat

[link]
[link]

Mid Range Variants
Heat Vision Variant

Rounded but vulnerable and below average initial burst potential. PI is entirely dependent on Heat Vision not being interrupted, the burst not bugging out, and the limited splash radius hitting all targets. Target and position carefully.

Heat Vision > Spontaneous Combustion > Fireburst > Freezing Breath (2 ticks)(tap cancel) > Repeat

[link]
[link]

Meteor Strike Variant

Lower base DPS but improved SC gain for more Fireball Barrage spam in hallways.

Meteor Strike > Spontaneous Combustion > Fireburst > Mass Detonation > Repeat

[link]
[link]

Grimorium Verum Variant

3-Power Iteration
Can use the free slot for an additional SC or for a backup power in case we get knocked out of rotation. Generally consistent performance but Grim isn’t always quick with applying PI to newly pulled targets.

Freezing Breath (2 ticks)(tap cancel) > Mass Detonation > Fireburst > Mass Detonation > Repeat

[link]
[link]

or

4-Power Iteration
Slightly less damage than 3-Power Iteration but a bit burstier and less vulnerable to interrupt.

Freezing Breath (2 ticks)(tap cancel) > Flame Cascade > Spontaneous Combustion > Fireburst > Flame Cascade > Repeat

[link]
[link]

Inferno Variant

High damage potential but vulnerable to losses due to lack of PI availability and targets leaving damage field. Better suited for large groups of stationary targets.

Inferno > Freezing Breath (2 ticks)(tap cancel) > Mass Detonation > Fireburst > Mass Detonation > Freezing Breath (2 ticks)(tap cancel) > Mass Detonation > Fireburst > Mass Detonation > Repeat

[link]
[link]

Engulf Variant

Lowest damage but most consistent PI application.

Freezing Breath (2 ticks)(tap cancel) > Engulf > Mass Detonation > Fireburst > Engulf > Freezing Breath (2 ticks)(tap cancel) > Mass Detonation > Fireburst > Mass Detonation > Repeat

[link]
[link]

Fire – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Gadgets – Boss (ST Focus) Rotations

Important Power Notes

– Unlike Robot Sidekick, Suppressor Turret activation cannot be clipped. Attempting to do so cancels the summon.

Critical ST Stealth Notes

– If using Taser Pull to exit Stealth (Mid/Long Range), you must precede Paralyzing Dart and Stealth with a ranged tap in order to proc Stealth’s damage. Failing to do so or taking too long with the clip results in loss of the Stealth proc.
– It’s fairly easy to pop powers too quickly when using Stealth. This can result in: 1. If using Taser Pull (beyond Cuff ’em range) to exit, leaving Stealth before Stealth damage can proc; and 2. If using Cryo-foam to exit, accidentally activating a power on our DPS bar before we enter Stealth, immediately cancelling it. Be deliberate about Stealth activations.
– While Taser Pull can be used to exit Stealth at any range, it’s recommended to instead use Cryo-foam when beyond Cuff ’em range. This is because Taser pull requires us to wait a split second to activate to ensure we don’t leave Stealth before it procs whereas Cryo-foam can proc Stealth in its own right, removing a potential error from the equation.
– Is using Lernaea’s Amulet, the Improved Stealth hand mod is mandatory. Without it, the Offering damage immediately cancels Stealth.
– Some weapons gain increased attack speed for ~1s after exiting Stealth if the clips and jump cancels are done just right, allowing us to execute additional taps.
– If you accidentally jump too high during a Mid Range Cuff ’em > Taser Pull jump cancel, wait a split second to reach the ground before activating any channeled power or it will instantly cancel.
– Get used to the range limits of Surprise Attack (~30%) and Cuff ’em (~50-60%) on a Sparring Target and know when to use which range variation based on current position relative to target.

La-Mort

DPS Bar: Paralyzing Dart, Stealth, Photon Blast, Heat Vision, Taser Pull, Suppressor Turret
Stealth Bar: Taser Pull, Cuff’ em, Surprise Attack, Suppressor Turret, SC, and one free slot for anything you want

Short Range Rotation
Photon Blast > Heat Vision > Taser Pull > Photon Blast > [Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff ’em (jump cancel)(clipped with) > Surprise Attack > Taser Pull > Photon Blast > Heat Vision > Taser Pull > Photon Blast > Taser Pull > Heat Vision > Photon Blast > Repeat portion in square brackets only]

[link]

Mid/Long Range Rotation
Photon Blast > Heat Vision > Taser Pull > Photon Blast > [Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff ’em (jump cancel)(clipped with) > Taser Pull > Taser Pull > Taser Pull > Photon Blast > Heat Vision > Taser Pull > Photon Blast > Taser Pull > Heat Vision > Photon Blast > Repeat portion in square brackets only]

[link]
[link]

Notes:
– By exiting Stealth with Cuff ’em + Taser Pull at mid/long range, we can do two additional non-Stealth Taser Pulls before the next Photon Blast when this is done correctly. Don’t forget to precede Paralyzing Dart with a tap to ensure Stealth’s damage procs.
– Though not technically required at long range, recommended that we still do Cuff ’em as it guarantees we can’t accidentally exit Stealth before the damage procs.

General Purpose Variants
Clean & Smooth Variant

DPS Bar: Paralyzing Dart, Stealth, Heat Vision, Taser Pull, Photon Blast, Suppressor Turret
Stealth Bar: Taser Pull, Cuff’ em, Surprise Attack, Cryo-foam*, Suppressor Turret, SC
*Cryo-foam in slot 4 is optional, but recommended. See Critical ST Stealth Notes

Short Range Rotation
Heat Vision > Taser Pull > Photon Blast > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff’em (jump cancel)(clipped with) > Surprise Attack > Heat Vision > Taser Pull > Photon Blast > Taser Pull > Repeat

[link]
Damage higher than shown due to Stealth bug prolonging combat exit here.

Mid Range Rotation
Heat Vision > Taser Pull > Photon Blast > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff’em (jump cancel)(clipped with) > Taser Pull > Heat Vision > Taser Pull > Photon Blast > Taser Pull > Repeat

[link]

Long Range Rotation
Heat Vision > Taser Pull > Photon Blast > Paralyzing Dart (clipped with) > Stealth > Cryo-foam > Heat Vision > Taser Pull > Photon Blast > Taser Pull > Repeat

[link]

Nice & Sloppy Variant

Performance is comparable to the Smooth & Clean variant before factoring in finisher bonus damage at low target health but this has a wider DPS min:max. It’s very hard to mess this variant up.

DPS Bar: Paralyzing Dart, Stealth, Freezing Breath, Heat Vision, Taser Pull, Suppressor Turret
Stealth Bar: Taser Pull, Cuff’ em, Surprise Attack, Cryo-foam*, Suppressor Turret, SC
*Cryo-foam in slot 4 is optional, but recommended. See Critical ST Stealth Notes

Short Range Rotation
Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Taser Pull > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff’em (jump cancel)(clipped with) > Surprise Attack > [Continue to spam Freezing Breath, Heat Vision, and Taser Pull at will, prioritizing Freezing Breath and Heat Vision but being careful to ensure the timing lines up with when Stealth gets off cooldown > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff-’em (jump cancel)(clipped with) > Surprise Attack > Repeat portion in square brackets]

[link]

Mid/Long Range Rotation
Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Taser Pull > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff’em (jump cancel)(clipped with) > Taser Pull > [Continue to spam Freezing Breath, Heat Vision, and Taser Pull at will, prioritizing Freezing Breath and Heat Vision but being careful to ensure the timing lines up with when Stealth gets off cooldown > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff-’em (jump cancel)(clipped with) > Taser Pull > Repeat portion in square brackets]

[link]

Long Range Rotation
Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Taser Pull > Paralyzing Dart (clipped with) > Stealth > Cryo-foam > [Continue to spam Freezing Breath, Heat Vision, and Taser Pull at will, prioritizing Freezing Breath and Heat Vision but being careful to ensure the timing lines up with when Stealth gets off cooldown > Paralyzing Dart (clipped with) > Stealth > Cryo-foam > Repeat portion in square brackets]

[link]

Gadgets – Boss (ST Focus) Rotations (Continued)

Source Shard

Main Bar: Godwave Strength, Stealth, Heat Vision, Taser Pull, Photon Blast, Suppressor Turret
Stealth Bar: Cryo-foam, Cuff’ em, Surprise Attack, Godwave Strength*, Suppressor Turret, SC
* Godwave Strength’s cooldown reset can only proc if it’s on the active bar when we hear the artifact growl. It’s possible to leave it off the Stealth bar but it’s recommended to leave it on in order to ensure procs aren’t missed.

Note: Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets. Ideal for situations where a boss will frequently force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss when we can’t.

Short Range Rotation
[Heat Vision > Taser Pull > Photon Blast]* > Godwave Strength (clipped with) > Stealth (clipped with) > Cuff’em (jump cancel)(clipped with) > Surprise Attack > Repeat
* Repeat the portion in square brackets until both Godwave Strength and Stealth are off cooldown together.

[link]

Mid Range Rotation
[Heat Vision > Taser Pull > Photon Blast]* > Godwave Strength (clipped with) > Stealth (clipped with) > Cuff’em (jump cancel)(clipped with) > Cryo-foam > Repeat
* Repeat the portion in square brackets until both Godwave Strength and Stealth are off cooldown together.

[link]

Long Range Rotation
[Heat Vision > Taser Pull > Photon Blast]* > Godwave Strength (clipped with) > Stealth > Cryo-foam > Repeat
* Repeat the portion in square brackets until both Godwave Strength and Stealth are off cooldown together.

[link]
Lernaea’s Amulet Safety Net

Main Bar: Paralyzing Dart, Stealth, Heat Vision, Taser Pull, Photon Blast, Suppressor Turret
Stealth Bar: Taser Pull, Cuff’ em, Surprise Attack, Cryo-foam, Suppressor Turret, SC
Critical Note: Improved Stealth hand mod is mandatory to prevent self-inflicted damage from immediately cancelling Stealth.

Short Range Rotation
Heat Vision > Taser Pull > [Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff ’em (jump cancel)(clipped with) > Surprise Attack > continue to spam Taser Pull and Heat Vision until Stealth is ready again, popping Photon Blast when needed to keep from dying > Repeat portion in square brackets only]

[link]

Mid/Long Range Rotation
Heat Vision > Taser Pull > [Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff ’em (jump cancel)(clipped with) > Taser Pull > continue to spam Taser Pull and Heat Vision until Stealth is ready again, popping Photon Blast when needed to keep from dying > Repeat portion in square brackets only]

[link]
[link]

Lernaea’s Amulet All-In

The General Purpose “Nice & Sloppy” variant can be used for All-In and is slightly more potent than the above safety net version.

DPS Bar: Paralyzing Dart, Stealth, Freezing Breath, Heat Vision, Taser Pull, Suppressor Turret
Stealth Bar: Taser Pull, Cuff’ em, Surprise Attack, Cryo-foam*, Suppressor Turret, SC
*Cryo-foam in slot 4 is optional, but recommended. See Critical ST Stealth Notes. We can also use Taser Pull exits as per the notes if we want a loose safety net by placing Photon Blast on the Stealth Bar.

Short Range Rotation
Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Taser Pull > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff’em (jump cancel)(clipped with) > Surprise Attack > [Continue to spam Freezing Breath, Heat Vision, and Taser Pull at will, prioritizing Freezing Breath and Heat Vision but being careful to ensure the timing lines up with when Stealth gets off cooldown > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff-’em (jump cancel)(clipped with) > Surprise Attack > Repeat portion in square brackets]

[link]

Mid/Long Range Rotation
Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Taser Pull > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff’em (jump cancel)(clipped with) > Taser Pull > [Continue to spam Freezing Breath, Heat Vision, and Taser Pull at will, prioritizing Freezing Breath and Heat Vision but being careful to ensure the timing lines up with when Stealth gets off cooldown > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cuff-’em (jump cancel)(clipped with) > Taser Pull > Repeat portion in square brackets]

[link]

Long Range Rotation
Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Taser Pull > Paralyzing Dart (clipped with) > Stealth > Cryo-foam > [Continue to spam Freezing Breath, Heat Vision, and Taser Pull at will, prioritizing Freezing Breath and Heat Vision but being careful to ensure the timing lines up with when Stealth gets off cooldown > Paralyzing Dart (clipped with) > Stealth > Cryo-foam > Repeat portion in square brackets]

[link]

Gadgets – Raid Hallway (AoE Focus) Rotations

Important Power Notes

– Though mines will only explode in close proximity to targets (or after a set amount of time), the detonation radius is relatively massive.

Point Blank Variants
Mine Loadout Variant

Better initial spike damage and burstier overall. If using The Strategist Card, this will generally do slightly more on small groups and slightly less on large groups when compared to the Fear Gas variant.

Main Bar: Whirling Dervish, Thermite Mine, Implosion Mine, Paralyzing Dart, Stealth, Suppressor Turret
Stealth Bar: SC, SC, Suppressor Turret, Cuff ’em, EMP Pulse, Surprise Attack

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Thermite Mine > Implosion Mine > Paralyzing Dart (clipped with) > Stealth (clipped with) > EMP Pulse > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Thermite Mine > Implosion Mine > Paralyzing Dart > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with > Thermite Mine > Implosion Mine > Paralyzing Dart > Repeat

[link]
[link]

Feargas Loadout Variant

If using The Strategist Card, this will generally do slightly less DPS against small groups of adds and slightly more to large groups of adds compared to the previous variant.

Main Bar: Whirling Dervish, Thermite Mine, Fear Gas, Paralyzing Dart, Stealth, Suppressor Turret
Stealth Bar: SC, SC, Suppressor Turret, Cuff ’em, EMP Pulse, Surprise Attack

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Thermite Mine > Fear Gas > Paralyzing Dart (clipped with) > Stealth (clipped with) > EMP Pulse > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Thermite Mine > Fear Gas > Paralyzing Dart > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with > Thermite Mine > Fear Gas > Paralyzing Dart > Repeat

[link]
[link]

Short/Mid Range

Main Bar: Thermite Mine, Implosion Mine, Fear Gas, Paralyzing Dart, Stealth, Suppressor Turret
Stealth Bar: SC, SC, Suppressor Turret, Cuff ’em, EMP Pulse, Surprise Attack

Thermite Mine > Implosion Mine > Fear Gas > Paralyzing Dart (clipped with) > Stealth (clipped with) > EMP Pulse > Thermite Mine > Implosion Mine > Fear Gas > Paralyzing Dart > Thermite Mine > Implosion Mine > Fear Gas > Paralyzing Dart > Repeat

[link]
[link]

Long Range Variants
Frosty Variant

Main Bar: Heat Vision, Cryo-foam, Paralyzing Dart, Stealth, Freezing Breath, Suppressor Turret
Stealth Bar: SC, SC, Suppressor Turret, Fear Gas, Cuff ’em, Surprise Attack

Heat Vision > Cryo-foam > Paralyzing Dart (clipped with) > Stealth (clipped with) > Fear Gas > Cryo-foam > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Cryo-foam > Paralyzing Dart > Cryo-foam > Freezing Breath (2 ticks)(tap cancel) > Repeat

[link]
[link]

Gassy Variant

Main Bar: Heat Vision, Cryo-foam, Fear Gas, Paralyzing Dart, Stealth, Suppressor Turret
Stealth Bar: SC, SC, Suppressor Turret, Cryo-foam, Cuff ’em, Surprise Attack

Heat Vision > Cryo-foam > Fear Gas > Paralyzing Dart (clipped with) > Stealth (clipped with) > Cryo-foam > Heat Vision > Cryo-foam > Fear Gas > Paralyzing Dart > Cryo-foam > Repeat

[link]
[link]

Gadgets – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear
TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Ice – Boss (ST Focus) Rotations

Important Power Notes

– Ice Boulder has poor target penetration. It can hit multiple targets but only if they are very tightly packed. Virtually any spacing can result in the boulder breaking early.
– Be sure to use the Super-Strength Iconic Power if using Ice Boulder.
– After summoning an Ice Boulder, we cannot block until it is dropped or thrown.
– Summoning Ice Boulder instantly grants us full movement speed, even in combat.
– Frost Blast’sis now working reliably (it appears to have been queue locked to prevent anything from cancelling the damage).
– Frost Blast is a great power when used correctly but in short spurts it is less consistent due to the nature of how it deals a massive burst of damage after a long cast. This averages out well over extended periods but in short encounters it will be feast or famine.
– If cleaner ST is required, Frost Snipe or Zip Tie Attack may be substituted for Ice Boulder Strike in applicable ST rotations.

General Purpose Variants

These are recommended for daily content or content where a tank isn’t present.

Ice Boulder Strike Variant

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Glacier Flash > Ice Boulder Strike > Heat Vision > Ice Boulder Strike > Glacier Flash > Freezing Breath (2 ticks)(tap cancel) >Heat Vision > Ice Boulder Strike > Glacier Flash >Ice Boulder Strike > Repeat

Note: Against enemies with low health such as those in alerts and other low-man content, you will often be better off initiating with Freezing Breath (2 ticks)(tap cancel) > Ice Boulder Strike > Heat Vision before adopting the above rotation (or skipping an additional Ice Boulder Strike and jumping straight to finisher depending on how much health the targets have). This is because IBS takes a second to hit after casting, so this has slightly better up-front burst potential and allows us to better adjust our flow based on the situation after the initial volley.

[link]

Ice Boulder Variant

Heat Vision > Ice Boulder (thrown) > Glacier Flash > Freezing Breath (2 ticks)(tap cancel) > Repeat

[link]
Source Shard Variants
Ice Boulder Strike Variant

Note: Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets. Ideal for situations where a boss will frequently force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss when we can’t.

Heat Vision> Ice Boulder Strike* > Glacier Flash > Ice Boulder Strike* > Repeat
* Use Godwave Strength instead of Ice Boulder Strike whenever it’s off cooldown. (See video).

[link]

Ice Boulder Variant

Heat Vision > Ice Boulder (thrown) > Glacier Flash > Repeat
Note: Pop Godwave Strength whenever it’s off cooldown. (See video).

[link]
La-Mort Variants
Frost Blast Variant

Put Reflection in the4th loadout slot but only use it when CC’d, forced to stop rotation to move for mechanics, or to clip other activations. Please note that the added damage from Reflection isn’t factored into the performance on the meta tracker and that this is, as a result, both the safest and highest DPS non-Amulet rotation for the power.

Glacier Flash > Ice Boulder (thrown) > Frost Blast > Repeat

[link]

Alternating Variant

Freezing Breath (2 ticks)(tap cancel) > [Glacier Flash > Ice Boulder Strike > Heat Vision > Glacier Flash > Ice Boulder Strike > Freezing Breath (3 ticks)(tap cancel) > Repeat portion in square brackets]

[link]

Heat Vision Focus Variant

Freezing Breath (2 ticks)(tap cancel) > [Glacier Flash > Heat Vision > Ice Boulder Strike > Glacier Flash > Ice Boulder Strike > Heat Vision > Glacier Flash > Ice Boulder Strike > Freezing Breath (3 ticks)(tap cancel) > Repeat portion in square bracets]

[link]
Lernaea’s Amulet Safety Net

We can either put Glacier Flash in the 4th slot so we can an Offerin reset or we can put Reflection there. Reflection is unlikely to get any damage due to going down fast from Offering ticks but it can let us stay at 10 stacks and/or cover us if the healers need a second while also proccing Ice Armour for +35% Defense, balancing out our Offering overall

Ice Boulder (thrown) > Frost Blast > Heat Vision > Repeat [activating Glacier Flash/Reflection whenever we need to not die]

[link]
Lernaea’s Amulet All-In

Notes:
– This has no out for the Amulet, meaning we are completely dependent on the healers and we need to know when to not cast to avoid killing ourselves. High risk, high reward. This should only be used with people you know. Do not use this if the healers are struggling in general. This is content-dependent and not safe or recommended for a number of endgame boss fights. For highest levels of overall group play only.
– These should only be used when a Tank is present, as when you’re the top DPS otherwise you’ll be constantly interrupted during Frost Blast and Ice Boulder. These are excellent for raids but not ideal for daily content.

Frost Blast Variant

Freezing Breath > Ice Boulder (thrown) > Frost Blast > Heat Vision > Repeat

[link]
Sonic Cry Variant

Freezing Breath > Ice Boulder (thrown) > Frost Blast > Sonic Cry > Repeat

[link]

Ice Boulder Strike Variant

Less damage than the above iterations but the damage is less vulnerable to interrupt.

Ice Boulder (thrown) > [Heat Vision > Ice Boulder Strike > Freezing Breath (2 ticks)(tap cancel) > Ice Boulder (thrown) > Ice Boulder Strike > Repeat portion in square brackets]

[link]

Ice – Raid Hallway (AoE Focus) Rotations

Mid Range Variants
Steady Variant

Freezing Breath (2 ticks)(tap cancel) > Impaling Ice > Ice Boulder Strike > Avalanche > Ice Boulder Strike > Repeat

[link]
[link]

Heat Vision Variant

Worse vs small groups, only slightly better for large groups (over a prolonged period), more vulnerable to damage loss, and worse initial damage. Despite the sparring target average appearing to only be slightly behind the previous variant, this is inferior for most normal applications.

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Impaling Ice > Avalanche > Repeat

[link]
[link]

Point Blank Variants
Conal pbAoE 5-Power Variant

Notes:
– Can be done with Robot Sidekick, as per demo, but as this runs Impaling Ice a SC will likely be better.
– Impossible to actually demonstrate true 8-target performance due to heavy use of conal pbAoEs. When using this, remain on the outside of add groups and keep all targets in front to maximize output.

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Frost Slam > Ice Boulder Strike > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Impaling Ice > Frost Slam > Ice Boulder Strike > Repeat

[link]
See Notes

Standard Variant

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Resonating Gale > Ice Boulder Strike > Frost Slam > Repeat

[link]
[link]

Long Range

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Ice Boulder Strike > Avalanche > Repeat

[link]
[link]

Ice – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Light – Boss (ST Focus) Rotations

Important Power Notes

– Taps cannot be queued onto Light Blast.
– Know when to start each combo to avoid losing damage.
– Almost every Light rotation requires Grimorium Verum PI to avoid a significant DPS loss. Communicate with teammates to see if another player is already applying Dazed, in which case it may be possible to use a different artifact.
– Despite Light Blast being an AoE, La-Mort stacks are only applied to the primary target of each cast.

La-Mort

Grimorium Verum PI

Loadout: Light Blast, Hand Clap, Grasping Hand, Light Barrier, Robot Sidekick, SC
Notes:
– Use Light Barrier in response to being crowd controlled or when otherwise forced to stop rotation. In addition to being a shield and breakout, it will reflect damage.

ST Execution

Adjust which variant is used based on the situation.

Clappy Variant
Lower La-Mort proc at 35% but higher non-La-Mort rotation DPS.

Light Blast > Hand Clap (full Hand Clap combo)(clipped with) > Grasping Hand (Grasping Hand Pull Combo)(clipped with) > Hand Clap (full Hand Clap combo)(clipped with) > Repeat

[link]

or

Grabby Variant
Compromise between La-mort proc and non-La-Mort rotation DPS.

Light Blast > Grasping Hand (Grasping Hand Pull Combo)(clipped with) > Hand Clap (full Hand Clap combo)(clipped with > Grasping Hand (Grasping Hand Pull Combo)(clipped with) > Repeat

[link]

or

Blasty Variant
Most frequent finisher use and La-Mort stacking.

Light Blast > Hand Clap (full Hand Clap combo)(clipped with) > Grasping Hand (Grasping Hand Pull Combo)(clipped with) > Repeat

[link]

AoE Execution

Light Blast (Minigun combo)(Ram combo) > Repeat
Notes:
– If targets aren’t too spread out, switch between them every time Light Blast is used to evenly distribute La-Mort stacks on the initial pre-combo tick (stacks give diminishing returns, with initial stacks granting the most bonus damage per stack). If targets are spread out, focus the central targets to ensure Minigun can hit everything.
– Begin the Minigun combo immediately.
– Do the Ram combo a split second before Light Blast comes off cooldown. (See video).

[link]
Unable to demonstrate 8 Target La-Mort switching due to how spread out the targets are.

No Fear / Fear Incarnate (La-Mort + Lernaea’s Amulet)

Min:Maxes Light Blast frequency and Offering stacks per Light Blast.

Grimorium Verum PI

Grabby Variant

Light Blast > Grasping Hand (Grasping Hand Pull combo)(clipped with) > Hand Clap (full Hand Clap combo)(clipped with) > Grasping Hand (Grasping Hand Pull combo) > Repeat

[link]

Clappy Variant

Less frequent La-Mort application but one additional Offering stack per reset.

Light Blast > Hand Clap (full Hand Clap combo)(clipped with) > Grasping Hand (Grasping Hand Pull combo) > Hand Clap (full Hand Clap combo)(clipped with) > Repeat

[link]
Note: Exited combat in demo before La-Mort proc. Add ~1000 DPS for average proc damage.

General Purpose

Loadout: Heat Vision, Hand Clap, Grasping Hand, Light Blast, Robot Sidekick, SC
Grimorium Verum PI

ST Execution

Adjust variant for the situation at hand. Below 35% target health, do Hybrid Execution instead.

Clappy Variant
Moderate vulnerability to interrupt.

Heat Vision > Hand Clap (full Hand Clap combo)(clipped with) > Grasping Hand (Grasping Hand Pull combo)(clipped with) > Hand Clap (full Hand Clap combo)(clipped with) > Repeat

[link]

or

Clappier Variant
Greatest vulnerability to interrupt.

Heat Vision > Hand Clap (full Hand Clap combo)(clipped with) > Hand Clap (full Hand Clap combo)(clipped with) > Repeat

[link]

or

Grabby Variant
Least vulnerability to interrupt.

Heat Vision > Grasping Hand (Grasping Hand Pull combo)(clipped with) > Hand Clap (full Hand Clap combo)(clipped with) > Grasping Hand (Grasping Hand Pull combo)(clipped with) > Repeat

[link]

Hybrid Execution

Use this when more splash is desirable while still predominately focusing the primary target, or when boss health is below 35%.

Heat Vision > Hand Clap (full Hand Clap combo)(clipped with) > Grasping Hand (Grasping Hand Pull combo)(clipped with) > Light Blast > Repeat

[link]

AoE Execution

Use this for clearing adds during a boss fight. If a specific add needs to die before others, consider focusing it with ST or Hybrid Execution first depending on the priority.

Heat Vision > Light Blast (Minigun combo + Ram combo) > Repeat
Notes:
– Begin the Minigun combo immediately.
– Do the Ram combo the exact moment Heat Vision comes off cooldown.

[link]
[link]

Source Shard Variants

Note: Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets. Ideal for situations where a boss will frequently force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss when we can’t.

Strict ST Variant

Highest output by a slight margin but at the cost of almost entirely sacrificing AoE functionality.

Heat Vision > Hand Clap (full Hand Clap combo)(clipped with) > Grasping Hand* (Grasping Hand Pull combo)(clipped with) > Hand Clap (full Hand Clap combo)(clipped with) > Repeat
* When it’s off cooldown, use Godwave Strength instead of Grasping Hand. (See video).

[link]

General Purpose Variant

Retains ST, Hybrid, and AoE Executions.

Loadout: Heat Vision, Hand Clap, Light Blast, Godwave Strength, Robot Sidekick, SC

ST Execution
Below 35% target health, do Hybrid Execution instead.

Heat Vision > Hand Clap (full Hand Clap combo)(clipped with) > Hand Clap (full Hand Clap combo)(clipped with) > Repeat
When it’s off cooldown, do Godwave Strength in between Hand Clap activations. (See video).

[link]

Hybrid Execution
Use this when more splash is desirable while still predominately focusing the primary target, or when boss health is below 35%.

Heat Vision > Hand Clap (full Hand Clap combo)(clipped with) > Light Blast > Repeat
Activate Godwave Strength whenever it’s off cooldown.

[link]

AoE Execution
See non-Source Shard General Purpose AoE Execution for demo. Consider tac swapping The Strategist Card in momentarily for critical add clear.

Heat Vision > Light Blast (Minigun combo + Ram combo) > Repeat
Notes:
– Do not activate Godwave Strength.
– Begin the Minigun combo immediately.
– Do the Ram combo the exact moment Heat Vision comes off cooldown.

Light – Raid Hallway (AoE Focus) Rotations

Important Power Notes

– Taps cannot be queued onto Light Blast.
– Know when to start each combo to avoid losing damage.
– Almost every Light rotation requires Grimorium Verum PI to avoid a significant DPS loss. Communicate with teammates to see if another player is already applying Dazed, in which case it may be possible to use a different artifact.
– Despite Light Blast being an AoE, La-Mort stacks are only applied to the primary target of each cast.
– Despite hitting harder, Entrap’s Swing combo cannot be clipped early like its Impact combo can. Swing’s first tick of damage doesn’t actually trigger until the 2nd swing starts, limiting its usefulness.

Point Blank Variants

Notes:
– If new targets become available without PI, consider restarting at Entrap at any time, where applicable.
– Every 20s, tap cancel Light Weight (instead of doing the Light Weight combo) in order to proc Blast Adapter.[/i[

Chop ’em Variant

Entrap (Impact Combo)(clipped with) > Whip Thrash (1x Whip Thrash combo)(clipped with) > Light Weight (~4 ticks)(Light Weight combo)(clipped with) > Whip Thrash (1x Whip Thrash combo)(clipped with) > Chainsaw (1x Chainsaw combo)(clipped with) > Whip Thrash (1x Whip Thrash combo)(clipped with) > Light Weight (~4 ticks)(Light Weight combo)(clipped with) > Whip Thrash (1x Whip Thrash combo)(clipped with) > Chainsaw (1x Chainsaw combo)(clipped with) > Repeat

[link]
[link]

Smack ’em Variant

Notes:
– When all or most of the targets are in front, clip back into Whip Thrash as early as possible.
– When surrounded by targets, hold Light Weight for ~4 ticks and Whirling Dervish for ~3 ticks.

Entrap (Impact Combo)(clipped with) > Whip Thrash (1x Whip Thrash combo)(clipped with) > Light Weight (Light Weight combo)(clipped with) > Whip Thrash (1x Whip Thrash combo)(clipped with) > Whirling Dervish (Dashing Combo)(clipped with) > Whip Thrash (1x Whip Thrash combo)(clipped with) > Light Weight (Light Weight combo)(clipped with) > Whip Thrash (1x Whip Thrash combo)(clipped with) > Whirling Dervish (Dashing Combo)(clipped with) > Repeat

[link]
[link]

[h]Grimorium Verum PI Variant[/h3]
Whirling Dervish (Dashing Combo)(clipped with) > Whip Thrash (1x Whip Thrash combo)(clipped with) > Light Weight (Light Weight combo)(clipped with) > Whip Thrash (1x Whip Thrash combo)(clipped with) > Repeat

[link]
[link]

Full Range

Entrap (Impact combo)(clipped with) > Light Blast (Minigun combo)(Ram combo)(clipped with) > Ram (Fan combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Repeat
Notes:
– Begin the Minigun combo immediately.
– Do the Ram combo as the final Minigun tick is happening (this is approximately when the cooldown meter passes the top edge of the circle at the bottom right of the loadout slot to the left. (See video).

[link]
[link]

Light – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Mental – Boss (ST Focus) Rotations

Important Power Notes

– With some weapons, attack speed increases for ~1s after exiting Invisibility if done perfectly, allowing additional taps to be spammed.
– Don’t be too aggressive with Ambush: Sleep jump cancel, as cancelling too early annul’s the damage. See the videos.
– Invisibility doesn’t end and the bar doesn’t reset until the exit-attack’s animation (including anything clipped onto it) is complete. The reason we use Freezing Breath to exit in long range cases is because it instantly cancels when cast mid-jump, allowing for the optimal balance between cast damage and getting us back into rotation as opposed to other options with large dovetails. Be sure to jump high when cancelling Ambush: Sleep to guarantee a 1-tick Freezing Breath insta-cancel and a smooth transition back into the meat of the rotation.
– Ambush: Sleep is effective to max red-target range and Ambush: Pain Blast is effective to mid range.

General Purpose

DPS Bar: Psychic Prison, Invisibility, Heat Vision, Telekinetic Pull, Terrorize, and Robot Sidekick
InvisiBar (TM): Freezing Breath, Ambush: Sleep, Ambush: Pain Blast, Reflect Pain*, Robot Sidekick, and SC.
* Reflect Pain optional. Can replace with any utility power or SC.

Mid Range Execution

Psychic Prison (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Ambush: Pain Blast > Heat Vision > Telekinetic Pull > Terrorize > Psychic Prison > Heat Vision > Telekinetic Pull > Terrorize > Repeat

[link]

Long Range Execution

Telekinetic Pull (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Freezing Breath (cancels midair) > Heat Vision > Telekinetic Pull > Terrorize > Telekinetic Pull > Heat Vision > Telekinetic Pull > Terrorize > Repeat

[link]
La-Mort

DPS Bar: Psychic Prison, Invisibility, Terrorize, Heat Vision, Telekinetic Pull, and Robot Sidekick
InvisiBar (TM): Freezing Breath, Ambush: Sleep, Ambush: Pain Blast, Reflect Pain*, Robot Sidekick, and SC.
* Reflect Pain optional. Can replace with any utility power or SC.

Mid Range Execution

Terrorize > Psychic Prison (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Ambush: Pain Blast > Telekinetic Pull > Terrorize > Heat Vision > Telekinetic Pull > Terrorize > Telekinetic Pull > Heat Vision > Repeat

[link]

Long Range Execution

Terrorize > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Freezing Breath (cancels midair) > Telekinetic Pull > Terrorize > Heat Vision > Telekinetic Pull > Terrorize > Telekinetic Pull > Heat Vision > Repeat

[link]
Lernaea’s Amulet “All-In”

Notes:
– These have a (very) loose safety net on the InvisiBar (TM), but these builds remain extremely dangerous on Mental due to the activation frequency of high cost powers. We are still almost completely dependent on the healers and we need to know when to not cast to avoid killing ourselves. Extremely high risk, high reward. These should only be used with people you know. Do not use these if the healers are struggling in the slightest. It is likely that this will be survivable for long in few situations.
– If using Lernaea’s Amulet, the Improved Stealth hand mod is mandatory in order to prevent self-inflicted damage from auto-exiting Invisible.

Range Limited Variant

DPS Bar: Psychic Prison, Invisibility, Heat Vision, Telekinetic Pull, Telekinetic Bolt, and Robot Sidekick
InvisiBar (TM): Freezing Breath, Ambush: Sleep, Ambush: Pain Blast, Terrorize, Robot Sidekick, and SC

Note: This is also “all-in” in that it has no un-broken long range execution, requiring that we remain in mid range throughout.

Psychic Prison (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Ambush: Pain Blast > Heat Vision > Telekinetic Pull > Telekinetic Bolt > Psychic Prison > Telekinetic Pull > Heat Vision > Telekinetic Pull > Telekinetic Bolt > Repeat

[link]

All Ranges Variant

DPS Bar: Phantom Flames, Invisibility, Heat Vision, Telekinetic Pull, Telekinetic Bolt, and Robot Sidekick
InvisiBar (TM): Freezing Breath, Ambush: Sleep, Ambush: Pain Blast, Terrorize, Robot Sidekick, and SC

Mid Range Execution
Phantom Flames (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Ambush: Pain Blast > Heat Vision > Telekinetic Pull > Telekinetic Bolt > Phantom Flames > Telekinetic Pull > Heat Vision > Telekinetic Pull > Telekinetic Bolt > Repeat

[link]

Long Range Execution
Phantom Flames (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Freezing Breath (cancels midair) > Heat Vision > Telekinetic Pull > Telekinetic Bolt > Phantom Flames > Telekinetic Pull > Heat Vision > Telekinetic Pull > Telekinetic Bolt > Repeat

[link]
Source Shard

DPS Bar: Godwave Strength, Invisibility, Heat Vision, Telekinetic Pull, Terrorize, and Robot Sidekick
InvisiBar (TM): Freezing Breath, Ambush: Sleep, Ambush: Pain Blast, Godwave Strength*, Robot Sidekick, and SC
* Godwave Strength’s cooldown reset can only proc if it’s on the active bar when we hear the artifact growl. It’s possible to leave it off the InvisiBar (TM) but it’s recommended to leave it on in order to ensure procs aren’t missed.

Note: Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets. Ideal for situations where a boss will frequently force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss when we can’t.

Mid Range Execution

Godwave Strength (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Ambush: Pain Blast > Heat Vision > Telekinetic Pull > Terrorize > Telekinetic Pull > Heat Vision > Telekinetic Pull > Terrorize > Repeat
* Repeat the portion in square brackets until both Godwave Strength and Stealth are off cooldown together.

[link]

Long Range Execution

{Heat Vision > Terrorize}* > Godwave Strength (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Freezing Breath (cancels midair) > [Heat Vision > Telekinetic Pull > Terrorize > Telekinetic Pull > Heat Vision > Telekinetic Pull > Terrorize > Repeat]**
* Only do the portion in squiggly brackets on initial engagement. This is to apply DoT and allow Grimorium Verum time to summon and engage before activating the first Godwave Strength,
** Repeat the portion in square brackets until both Godwave Strength and Stealth are off cooldown together.

[link]

Mental – Raid Hallway (AoE Focus) Rotations

Important Power Notes

– With some weapons, attack speed increases for ~1s after exiting Invisibility if done perfectly, allowing additional taps to be spammed.
– Don’t be too aggressive with Ambush: Sleep jump cancel, as cancelling too early annul’s the damage. See the videos.

Point Blank Variants
General Purpose

DPS Bar: Whirling Dervish, Psychic Prison, Terror Tendrils, Mass Terror, Invisibility, Robot Sidekick
InvisiBar (TM): Reflect Pain*, SC, Robot Sidekick, Freezing Breath*, Ambush: Sleep, Ambush: Pain Blast
* Optional

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Psychic Prison > [Terror Tendrils > Mass Terror (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Ambush: Pain Blast > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Psychic Prison > Terror Tendrils > Mass Terror (clipped with) > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Terror Tendrils > Mass Terror > Psychic Prison > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Repeat portion in square brackets]

[link]
[link]

Chunky Variant

Notably less max DPS but no DoT reliance. 100% burst.

DPS Bar: Whirling Dervish, Terror Tendrils, Mass Terror, Telekinetic Bolt, Invisibility, Robot Sidekick
InvisiBar (TM): Freezing Breath*, Reflect Pain*, SC, Robot Sidekick, Ambush: Sleep, Ambush: Pain Blast
* Optional

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Terror Tendrils > Mass Terror > Telekinetic Bolt (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Ambush: Pain Blast > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Terror Tendrils > Mass Terror > Telekinetic Bolt > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Terror Tendrils > Mass Terror > Telekinetic Bolt > Repeat

[link]
[link]

Mid Range

DPS Bar: Terror Tendrils, Psychic Prison, Mass Terror, Phantom Flames, Invisibility, Robot Sidekick
InvisiBar (TM): Reflect Pain*, SC, Robot Sidekick, Freezing Breath*, Ambush: Sleep, Ambush: Pain Blast

Terror Tendrils > Psychic Prison > Terror Tendrils > Mass Terror > Terror Tendrils > Phantom Flames (clipped with) > Invisibility (clipped with) > Ambush: Sleep (jump cancel) > Ambush: Pain Blast > Terror Tendrils > Psychic Prison > Terror Tendrils > Mass Terror > Terror Tendrils > Phantom Flames > Terror Tendrils > Mass Terror > Repeat

[link]
[link]

Mental – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Munitions – Boss (ST Focus) Rotations

Important Power Notes

– Chain Gun has a different PI benefit than other powers. Most powers deal moderate damage without PI and gain a slight boost with PI present. Chain Gun does terrible damage without PI but its damage is doubled with PI present.[
– Decide whether to do Net-Retractor combo or Multi-Net Retractor combo based on the situation.

General Purpose

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Chain Gun > Multi-Net Launcher (combo)(clipped with) > Heat Vision > Multi-Net Launcher (combo)(clipped with) > Chain Gun > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Multi-Net Launcher (combo)(clipped with) > Chain Gun > Multi-Net Launcher (combo)(clipped with) > Repeat

[link]
Lernaea’s Amulet Safety Net Variants
Chain Gun Variant

Heat Vision > Multi-Net Launcher (combo)(clipped with) > Chain Gun > Multi-Net Launcher (combo)(clipped with) > Repeat
Use Small Package when in need of healing or Offering reset

[link]

ST/AoE Toggle Variant

See equivalent below in All-In but use Small Package in 4th loadout slot.

Lernaea’s Amulet All-In Variants

Note: These have no out for the Amulet, meaning we are completely dependent on the healers and we need to know when to not cast to avoid killing ourselves. High risk, high reward. These should only be used with people you know. Do not use these if the healers are struggling.

Chain Gun Variant

Same as General Purpose above.

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Chain Gun > Multi-Net Launcher (combo)(clipped with) > Heat Vision > Multi-Net Launcher (combo)(clipped with) > Chain Gun > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Multi-Net Launcher (combo)(clipped with) > Chain Gun > Multi-Net Launcher (combo)(clipped with) > Repeat

[link]
ST/AoE Toggle Variant

Notes:
– This is much harder to consistently do without hiccups/delays than it appears and is, imo, the most challenging/frustrating rotation to execute for extended periods. Spamming inputs will result in lost/delayed combos, so strongly encourage practicing this until you have the timing down flawlessly from sound/feel alone before taking it into content.
– The reason we cycle Freezing Breath instead of doing it on every rotation is because when we do it this way, we get to shave several more frames off our rotation time than usual and get the best DPS results.
– This spams mid-cost combos non-stop so it’s likely one of the more dangerous Amulet builds while still likely remaining viable.
– With back to back Multi-Net Launcher combos, suggest doing your combo input when your character pulls the trigger and pressing to activate the next Multi-Net Launcher when your character finishes leaning all the way forward. When transitioning from Multi-Net Launcher to Heat Vision or Freezing Breath, clip the combo as soon as your character starts leaning forward.
– If you’re not getting a consistent, uninterrupted combo/power flow you’ll have to practice the timing more.
– If you get delayed by mechanics/interrupts such that your Freezing Breath cooldown gets a full reset relative to your rotation, restart at the very beginning. We’re effectively “walking” Freezing Breath down the combo line each time to get the full benefit of clipping with it.
– We can either put Rocket Retreat/Jump**, Survival, a 2nd SC, or Small Package in our 4th loadout slot. Rocket Jump/Retreat are more potent shields and Survival and add mobility/escape, Survival cleanses aggro, a 2nd SC yields best overall DPS gains, and Small Package allows this to serve as a Safety Net Variant.

– Optionally, this can be done without Freezing Breath at a slight ST DPS loss and moderate AoE DPS loss but which allows us to run two of the above optional loadout additions. However, Freezing Breath helps with tac swaps so I recommend leaving it in.

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Multi-Net Launcher (combo*)(clipped with) > Multi-Net Launcher (combo*)(clipped with) > Multi-Net Launcher (combo*)(clipped with) > Heat Vision > Multi-Net Launcher (combo*)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Multi-Net Launcher (combo*)(clipped with) > Multi-Net Launcher (combo*)(clipped with) > Heat Vision > Multi-Net Launcher (combo*)(clipped with) > Multi-Net Launcher (combo*)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Multi-Net Launcher (combo*)(clipped with) > Multi-Net Launcher (combo*)(clipped with) > Multi-Net Launcher (combo*)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Multi-Net Launcher (combo*)(clipped with) > Multi-Net Launcher (combo*)(clipped with) > Multi-Net Launcher (combo*)(clipped with) > Multi-Net Launcher (combo*)(clipped with) > Repeat
* For clean ST do Net Retractor and for more AoE do Multi-Net Retractor.

[link]

** If using Rocket Retreat/Jump, press jump immediately after activating the power to enable maximum GTFO as seen here:

[link]
La-Mort

Small Package > Heat Vision > Multi-Net Launcher (combo)(clipped with) > Small Package > Multi-Net Launcher (combo)(clipped with) > Chain Gun > Repeat

[link]
Source Shard

Heat Vision > Multi-Net Launcher* (combo)(clipped with) > Chain Gun > Heat Vision > Multi-Net Launcher* (combo)(clipped with) > Repeat
* Use Godwave Strength when it’s available instead of Multi-Net Launcher. (See video)

[link]

Munitions – Raid Hallway (AoE Focus) Rotations

Full Range

Flak Cannon > [Chain Gun > Multi-Net Launcher (combo)(clipped with) > Freezing Breath (2 ticks)(tap cancel) > Multi-Net Launcher (combo)(clipped with) > Chain Gun > Multi-Net Launcher (combo)(clipped with) > Flak Cannon > Multi-Net Launcher (combo)(clipped with) > Repeat portion in square brackets]

[link]
[link]

Point Blank

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Flak Cannon > Chain Gun > ‘Splosion > Repeat

[link]
[link]

Munitions – Supercharge Analysis

All values herein are discussed non-crit to more easily identify hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical in either case.

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand.

TLDR For Boss Fights

If only using head mod: Neo-Venom Boost >>> Biggun (34% loss) >> Movement SCs (41% loss) >>>>> Mounted Turret (88% loss)
If using mod + tac swap Scrap: Neo-Venom Boost >>> Movement SCs (29% loss) >> Biggun (41% loss) >>>>>> Mounted Turret (89% loss)

Note: This assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of uninterrupted DPS off, which can be reliably done in most boss fights.

TLDR For Raid Trash Clear

Neo-Venom Boost or Movement SCs. Biggun is an option but generally not worth the SC in hallways, even with the instakill mechanic, unless used on a large group of targets in proc health range.

General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs, they also help ensure we’ll arrive at the boss with our bar full or nearly full. Strongly advise against using 10000 cost SCs for trash clear.

Comparative Analysis
Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses

Total DPS = [(Base DPS x 46 x 2.36) + (Base DPS x 54)x0.85]/100
(~40400 – 2900) = 1.38176xBase Dps
Therefore, Base DPS = ~27139
Therefore, Base Neo-Venom Boost = 27139×0.45×15 = ~183190 additional damage

Calculating DMG:SC for Bosses
Neo-Venom Boost

Mod only = 183190/4500 = 40.7 DMG/SC
Mod + Scrap swap = 183190/3800 = 48.2 DMG/SC

Speed Drain/Devastating Flip/Vacuum Bubble

Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.59 Neos
Mod + Scrap swap = ~54212×0.98/1550 = 34.2 DMG/SC = 0.71 Neos

Mounted Turret

– ~4s cast
Mod only = ~(132000-27139×4)/4500 = 5.21 DMG/SC = 0.12 Neos
Mod + Scrap swap = ~(132000×0.98-27139×4)/3800 = 5.47 DMG/SC = 0.11 Neos
Note: The extreme poor output vs just doing normal rotation due to cast time.

Biggun

Mod only = ~242236/9000 = 26.9 DMG/SC = 0.66 Neos
Mod + Scrap swap = ~242236×0.98/8300 = 28.6 DMG/SC = 0.59 Neos

Calculating DMG:SC for Trash Clear

Due to Munition’s SC selection and base DPS, Neo-Venom Boost is a viable option for trash clear if activated at correct times.

Speed Drain/Devastating Flip/Vacuum Bubble

Mod Only = ~106128/2250 = 47.2 DMG/SC
Mod + Scrap swap = ~106128×0.98/1550 = 67.1 DMG/SC
Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it’s a very narrow cone

Nature – Boss (ST Focus) Rotations

Important Power Notes

Savage Growth does not activate combat movement mode (but it will not deactivate combat movement if another attack has been used)
– All Poison lasts exactly 12s from application or refresh.
– Grimorium Verum’s Void Poison PI counts towards Roar for extra damage, despite not dealing damage in and of itself.
– Neither Harvest nor Thorn Burst have to actually hit anything in order to spread and refresh Poison. Ie. the damage-dealing aspect of the powers is separate from the Poison interaction. This can be used to maintain Poison on a target we don’t otherwise want to hit for whatever reason (eg. Reflectors). If that’s the case, be sure to un-target before using Harvest or to be out of range before using Thorn Burst.
– Due to the enhanced prec damage of both Wolf and Gorilla forms, it’s important to be sure to always get taps in while spamming rotation.
– Neo-Venom Boost can be clipped onto a form change SC.
– Harvest will sometimes move us a step forwards.
– Wolf Form sinks ~6 inches into the ground so his paws disappears and it looks like it’s half satyr and now you can’t unsee it either.

General ST Notes:
– The key to Nature ST is time and SC management. Keeping Poison refreshed is absolutely critical, as loss of Poison dramatically reduces overall DPS. Without Poison being maintained, Nature will have the worst performance of all powers.
– These rotations are executed in pristine conditions without risk of interruption. In actual content, remember that we only have 12s before we lose Poison if we don’t refresh. If the rotation gets delayed for any reason, re-apply earlier. Do not strictly adhere to the rotation order if faced with interruptions or delays.
– If entering a phase where there’s any risk of not being able to re-apply Poison in time (eg. Zeus when about to be caged, Grail’s mind control), reapply immediately before and after.
– Getting knocked out of form without SC to immediately re-enter it is a catastrophic DPS loss. In fights with a high risk of form loss, consider prioritizing having backup SC over doing the optimal Neo + form dump.
– Consider tac swapping Scrap of the Soul Cloak for SC activation, especially if there’s no green circle spam. This both improves DPS by allowing for more Neo + Form combos and it improves the central SC management issue.

Focused Variant

Notes:
– For bosses with no or minimal add presence, use Primal Wolf form and consider using the Critical Primal Wolf head mod.
– Encouraged to be Super Speed, as Tornado Pull’s long dovetail is not detrimental in this case since it allows a few more Poison ticks to occur before reset when the rotation flows naturally.

* If you want to live dangerously, you can replace Return to Normal with either Neo-Venom Boost or Freezing Breath we’re not recommending this due to the extreme liability associated with losing Poison and not being able to re-apply it without being KO’d.

Tornado Pull Iteration

This still leaves a comfortable gap between the last pre-refresh power and Harvest but it’s tight enough we want to be more careful with any rotation delays/interrupts when using this.

DPS Bar: Vine Lash, Serpent Call, Briar, Primal Wolf Form, Neo-Venom Boost, Robot Sidekick
Wolf Bar: Heat Vision, Tornado Pull, Impaling Thorns, Harvest, Robot Sidekick, Return to Normal*

Vine Lash > Serpent Call > Briar > Primal Wolf Form > [Heat Vision > Harvest > Impaling Thorns > Tornado Pull > Heat Vision > Tornado Pull > Impaling Thorns > Harvest > Heat Vision > Tornado Pull > Impaling Thorns > Tornado Pull > Repeat portion in square brackets]

[link]

Voracious Plants / Zip Tie Attack Iteration

Less ST damage but more of a safety margin on Poison refresh and Voracious Plants will perform better in multi-target situations.

DPS Bar: Vine Lash, Serpent Call, Briar, Primal Wolf Form, Neo-Venom Boost, Robot Sidekick
Wolf Bar: Heat Vision, Voracious Plants**, Impaling Thorns, Harvest, Robot Sidekick, Return to Normal*
** Zip Tie Attack can be substituted for Voracious Plants. Difference in ST performance is negligible but sacrifices AoE for cleaner ST if desired.

Vine Lash > Serpent Call > Briar > Primal Wolf Form > [Heat Vision > Harvest > Impaling Thorns > Voracious Plants > Heat Vision > Voracious Plants > Impaling Thorns > Harvest > Heat Vision > Voracious Plants > Impaling Thorns > Voracious Plants > Repeat portion in square brackets]

[link]
Splashy Variant

Notes:
– For bosses with a heavy or critical add presence, consider using Gorilla Form in order to take advantage of the Impaling Thorns AoE.
– In-form instacast power can be modified to adjust the ratio of ST:AoE output.
– Using Gorilla Form prevents us from doing the potent Neo-Venom Boost + Primal Wolf Form combo.
– Gorilla Form can allow for better SC management if that’s proving to be an issue.

Voracious Plants / Zip Tie Attack Iteration

DPS Bar: Vine Lash, Serpent Call, Briar, Gorilla Form, Neo-Venom Boost, Robot Sidekick
Gorilla Bar: Heat Vision, Voracious Plants**, Impaling Thorns, Harvest, Robot Sidekick, Return to Normal*
** Zip Tie Attack can be substituted for Voracious Plants. Difference in ST performance is negligible but sacrifices AoE for cleaner ST if desired.

Vine Lash > Serpent Call > Briar > Gorilla Form > [Heat Vision > Harvest > Impaling Thorns > Voracious Plants > Heat Vision > Voracious Plants > Impaling Thorns > Harvest > Heat Vision > Voracious Plants > Impaling Thorns > Voracious Plants > Repeat portion in square brackets]

[link]
[link]

Tornado Pull Iteration

DPS Bar: Vine Lash, Serpent Call, Briar, Gorilla Form, Neo-Venom Boost, Robot Sidekick
Wolf Bar: Heat Vision, Tornado Pull, Impaling Thorns, Harvest, Robot Sidekick, Return to Normal*

Vine Lash > Serpent Call > Briar > Gorilla Form > [Heat Vision > Harvest > Impaling Thorns > Tornado Pull > Heat Vision > Tornado Pull > Impaling Thorns > Harvest > Heat Vision > Tornado Pull > Impaling Thorns > Tornado Pull > Repeat portion in square brackets]

[link]
Training Wheels Variant

If a player is struggling with maintaining poison or SC, they might consider keeping their poisons in their form bar and their core DPS rotation on their DPS bar. This sacrifices peak performance but reduces the impact of losing DoTs. This is not recommended in general, merely a safety net / insurance technique if having a hard time learning mechanics.

Lernaea’s Amulet All-In
Mid Range Variant

DPS Bar: Briar, Vine Lash, Serpent Call, Robot Sidekick (or Voracious Plants), Neo Venom Boost, Primal Wolf Form
Primal Wolf Bar: Return to Normal, Freezing Breath, Sonic Cry, Voracious Plants, Harvest, Robot Sidekick (or Tornado Pull)

Briar > Vine Lash > Serpent Call > Primal Wolf Form > Harvest > [Freezing Breath (2 ticks)(tap cancel) > Sonic Cry (2 ticks)(tap cancel) > Voracious Plants* > Voracious Plants > Voracious Plants > Voracious Plants > Harvest > Repeat portion in square brackets]

* If using Tornado Pull instead of Robot Sidekick, replace this cast with Tornado Pull in ST situations

[link]

Nature – Boss (ST Focus) Rotations (Continued)

Long Range Variant

Comparable damage with or without Solar Amplifier

DPS Bar: Briar, Vine Lash, Serpent Call, Robot Sidekick, Neo Venom Boost, Primal Wolf Form
Primal Wolf Bar: Return to Normal, Heat Vision, Tornado Pull, Voracious Plants, Harvest, Robot Sidekick

Briar > Vine Lash > Serpent Call > Primal Wolf Form > Harvest > [Heat Vision > Tornado Pull* > Voracious Plants > Voracious Plants > Harvest > Repeat portion in square brackets]
* In multi-target situations, do another Voracious Plants instead of Tornado Pull

See Safety Net equivalent below for demo (same rotation, only difference is the presence of Robot Sidekick instead of having finisher on bar)

Lernaea’s Amulet Safety Net
Mid Range Variant

DPS Bar: Briar, Vine Lash, Serpent Call, Voracious Plants, Neo Venom Boost, Primal Wolf Form
Primal Wolf Bar: Return to Normal, Freezing Breath, Sonic Cry, Voracious Plants, Harvest, Impaling Thorns

Briar > Vine Lash > Serpent Call > Primal Wolf Form > Harvest > [Freezing Breath (2 ticks)(tap cancel) > Sonic Cry (2 ticks)(tap cancel) > Voracious Plants > Voracious Plants > Voracious Plants > Voracious Plants > Harvest > Repeat portion in square brackets]

[link]

Long Range Variant

Comparable damage with or without Solar Amplifier

DPS Bar: Briar, Vine Lash, Serpent Call, Voracious Plants, Neo Venom Boost, Primal Wolf Form
Primal Wolf Bar: Return to Normal, Heat Vision, Tornado Pull, Voracious Plants, Harvest, Impaling Thorns

Briar > Vine Lash > Serpent Call > Primal Wolf Form > Harvest > [Heat Vision > Tornado Pull* > Voracious Plants > Voracious Plants > Harvest > Repeat portion in square brackets]
* In multi-target situations, do another Voracious Plants instead of Tornado Pull

[link]

Nature – Raid Hallway (AoE Focus) Rotations

Important Power Notes

– It is critical to arrive at bosses with at least enough SC to do one form change and preferable to arrive at bosses with full SC.
– If green circles are being spammed, or in especially long hallway sections, consider replacing a Poison applicator with either Neo-Venom Boost or a movement SC (but while still try to arrive at the bosses with full SC).
– These rotations require us to manually add Return to Normal to the bar prior to the boss (or to conduct them in human form). Consider quickly doing this prior to the final group of adds before each boss to ensure you’re not stuck in combat.
– Primal Wolf form is recommended to take advantage of Super Speed.
– Thorn Burst doesn’t have to hit anything to spread and refresh Poison.

Content/Team Note

– In Reg, or when playing with good DPS in content with few hallway mobs, you may find you get better results by applying less Poison and going directly into the bursty aspect of the rotation sooner. If the adds are getting absolutely melted you may find it worth replacing Thorn Burst with Roar.
– If there’s frequent green circle spam, replace one of these with Neo-Venom Boost or a movement SC. Generally not worth using Robot Sidekick over an additional Poison, however.[/i]

* The DPS bar isn’t technically necessary but it’s good to have it setup this way in case we get KO’d for some reason.

Full Bar

DPS Bar*: Savage Growth, Sonic Cry, Thorn Burst, Vine Lash, Serpent Call, Primal Wolf Form
Wolf Bar: Savage Growth, Sonic Cry, Thorn Burst, Vine Lash**, Serpent Call**, Briar**

Briar > Serpent Call > Vine Lash > [Thorn Burst > Savage Growth > Sonic Cry > Repeat portion in square brackets until add-group is dead but restart from beginning on fresh groups]

[link]
[link]

Super Speed

Slightly burstier output.

DPS Bar*: Whirling Dervish, Savage Growth, Sonic Cry, Thorn Burst, Serpent Call, Primal Wolf Form
Wolf Bar: Whirling Dervish, Savage Growth, Sonic Cry, Thorn Burst, Vine Lash**, Serpent Call**

[link]
[link]

Nature – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Quantum – Boss (ST Focus) Rotations

Important Power Notes

– Taps cannot be queued onto Energy Expulsion.

General Purpose

Grimorium Verum PI

All-In Variant

This can also be used with Lernaea’s Amulet with no safety net.

Heat Vision > Gravitonic Field > Einstein’s Ray > Freezing Breath (2 ticks)(tap cancel) > Gravitonic Field > Repeat

[link]

Freezing Breath Variant

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Energy Expulsion > Gravitonic Field > Heat Vision > Gravitonic Field > Repeat

[link]

Quantum Tunneling Variant

Slightly less average DPS but better mobility and survivability.

Heat Vision > Gravitonic Field > Energy Expulsion > Gravitonic Field > Repeat

[link]
La-Mort Variants

Grimorium Verum PI

Einstein’s Ray Variant

Energy Expulsion > Heat Vision > Gravitonic Field > Energy Expulsion > Einstein’s Ray > Gravitonic Field > Einstein’s Ray > Repeat

[link]

Freezing Breath Variant

Comparable average DPS, more AoE, more vulnerable to interrupt.

Energy Expulsion > Gravitonic Field > Heat Vision > Energy Expulsion > Gravitonic Field > Freezing Breath (3 ticks)(tap cancel)

[link]
La-Mort + Source Shard

Energy Expulsion > Einstein’s Ray > Gravitonic Field > Einstein’s Ray > Repeat
When it’s off cooldown, use Godwave Strength instead of one instance of Einstein’s Ray. (See video).

[link]

Note: Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets.

Source Shard

Heat Vision > Gravitonic Field* > Energy Expulsion > Gravitonic Field* > Repeat
* When it’s available, use Godwave Strength instead of Gravitonic Field. (See video).

Note: Remember to alternate activation of combat pet and henchmen, using the strongest pet/henchmen available. Does not buff turret-class pets. Ideal for situations where a boss will frequently force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss when we can’t.

[link]
Lernaea’s Amulet Safety Net

Grimorium Verum PI

Energy Expulsion > Einstein’s Ray > Gravitonic Field > Einstein’s Ray > Heat Vision > Einstein’s Ray > Gravitonic Field > Einstein’s Ray > Repeat
Use Energy Expulsion earlier if healing or Offering reset is required.

[link]
Lernaea’s Amulet All-In

See General Purpose’s All-in variant.

Note: This has no out for the Amulet, meaning we are completely dependent on the healers and we need to know when to not cast to avoid killing ourselves. High risk, high reward. This should only be used with people you know. Do not use this if the healers are struggling in general. This is content-dependent and not safe or recommended for a number of endgame boss fights. For highest levels of overall group play only.

Quantum – Raid Hallway (AoE Focus) Rotations

Mid Range

Sonic Shout (2 ticks)(tap cancel) > Distortion Wave > Warp Barrage > Time Shift > Freezing Breath (2 ticks)(tap cancel) > Distortion Wave > Warp Barrage > Repeat

Notes:
– Time Shift is a conal pbAoE. There should no issues applying it to everything at mid range but be careful of short range angles. Same applies to Sonic Shout.
– Most any combination of Alcubierre Wave/Distortion Wave/Warp Barrage/Lift/Singularity in a similar format has competent ranged performance (which is great but makes testing infuriating). This iteration appears to be the best and also the burstiest.
– Sonic Cry will receive a notable damage increase if a teammate is applying Dazed PI.

[link]
[link]

Point Blank

Target the add that’s most likely to live longest at any given time with Lift. These DoTs/fields are relatively short lived so not a great liability, but burstier substitutions can be made if desired as per the Mid Range notes.

S L A

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Singularity > Lift > Alcubierre Wave > Repeat

[link]
[link]

5-Power Variant

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Singularity > Lift > Alcubierre Wave > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Lift > Alcubierre Wave > Freezing Breath (2 ticks)(tap cancel) > Repeat

[link]
[link]

Grimorium Verum Variant

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Distortion Wave > Lift > Alcubierre Wave > Repeat

[link]
[link]

Quantum – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Rage – Boss (ST Focus) Rotations

Important Power Notes

– Despite tracking to target, Outrage’s first hit may not deal damage at times if initiated from >50% range.
– Channel Hate can be tap canceled.
– Pressing Frenetic Bombardment more than once prevents comboing.
– Eviscerating Chain and its Eviscerate combo count as separate finishers for the purposes of La-Mort
– Rage is somewhat “musical” in nature (like Killer Instinct) in that the bassy melee hits and growls have a pattern that forms “songs” which inform us as to how efficiently we’re clipping/comboing. Just like Killer Instinct, if our inputs are slightly off, the “songs” will sound slower or wrong. It’s a good idea to take advantage of this, as it frees up a lot of attention to maintain situational awareness and improve performance. Similarly, Channel Hate has simple, lilting notes tied to each tick, making it easy to tap cancel without watching the hit counter.

Boss Melee

Notes:
– Powerful but potentially not viable for all bosses and requires that careful attention be paid to positioning and mechanics, in addition to properly timing Berserk.
– We can DPS in full Tank gear and still have the highest DPS in the game with these, as the practical Might difference between full tank gear and full DPS gear is <7%. Also, full tank gear would likely be slight overkill and a player could achieve sufficient survivability with partial Tank gear.

Super Speed Variant

Violence PI
Violence > Outrage (full combo)(clipped with) > Lacerate (2 ticks)(tap cancel) > Whirling Dervish (2 ticks)(Dashing Combo)(clipped with) > Eviscerating Chain > Outrage (full combo)(clipped with) > Lacerate (2 ticks)(tap cancel) > Whirling Dervish (2 ticks)(Dashing Combo)(clipped with) > Eviscerating Chain > Outrage (full combo)(clipped with) > Lacerate (2 ticks)(tap cancel) > Whirling Dervish (2 ticks)(Dashing Combo)(clipped with) > Eviscerating Chain > Repeat

[link]

Grimorium Verum PI
Outrage (full combo)(clipped with) > Lacerate (2 ticks)(tap cancel) > Whirling Dervish (2 ticks)(Dashing Combo)(clipped with) > Eviscerating Chain > Repeat

[link]

Pure Rage Variant

Violence > Outrage (full combo)(clipped with) > Lacerate (2-3 ticks)(tap cancel) > Eviscerating Chain (combo)(clipped with) > Outrage (full combo)(clipped with) > Lacerate (3 ticks)(tap cancel) > Eviscerating Chain (combo)(clipped with) > Outrage (full combo)(clipped with) > Lacerate (3 ticks)(tap cancel) > Eviscerating Chain (combo)(clipped with) > Repeat

[link]

General Purpose Variants
Dreadful Rage (Long Range)

Plasma Retch > Freezing Breath (2 ticks)(tap cancel) > Dreadful Blast (full combo)(cipped with) > Heat Vision > Dreadful Blast (full combo)(clipped with) > Repeat

[link]

Focused Rage (Long Range)

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Channel Hate (6 ticks)(tap cancel) > Heat Vision > Dreadful Blast (1x combo)(clipped with) > Channel Hate (6 ticks)(tap cancel) > Repeat

[link]
Screaming Rage (Mid Range)

Fairly even mix of ST and splash damage.

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Channel Hate (6 ticks)(tap cancel) > Heat Vision > Sonic Cry (2 ticks)(tap cancel) > Channel Hate (6 ticks)(tap cancel) > Repeat

[link]

Indiscriminate Rage (Mid Range)

Heavy, dirty splash. Ideal for multi-boss fights or for bosses with notable add phases.

Galling Eruption > Heat Vision > Dreadful Blast (full combo)(clipped with) > Frenetic Bombardment (full combo)(clipped with) > Heat Vision > Dreadful Blast (full combo)(clipped with) > Frenetic Bombardment (full combo)(clipped with) > Repeat

[link]
Lernaea’s Amulet All-In

Note: Any of the other General Purpose rotations can be used as a Lernaea’s Amulet build.

Best Rounded Variant

Plasma Retch > Freezing Breath (2 ticks)(tap cancel) > Dreadful Blast (full combo)(cipped with) > Heat Vision > Dreadful Blast (full combo)(clipped with) > Repeat

[link]

Fast-Charging Variant

This does less ST damage than the above variant but more AoE damage and charges to 10 stacks extremely quickly. Relatively safe as far as Amulet rotations go.

Plasma Retch > Freezing Breath (2 ticks)(tap cancel) > Dreadful Blast (full combo)(cipped with) > Frenetic Bombardment (full combo)(clipped with) > Dreadful Blast (full combo)(clipped with) > Repeat

[link]
Lernaea’s Amulet “Safety Net”

The single most dangerous build in the entire game but it comes with the hardest hitting ST if a healer can keep you alive (and you can pull it off while dealing with mechanics).

Note: Any of the other Melee rotation general approaches can do this simply by skipping Eviscerating Chain except when you want to reset Offering, but this is the only one worth doing if you’re mad enough to go down this road.

Violence > Outrage (full combo)(clipped with) > Lascerate (2 ticks)(tap cancel) > Whirling Dervish (2 ticks)(Dashing Combo)(clipped with) > Outrage (full combo)(clipped with) > Lascerate (2 ticks)(tap cancel) > Whirling Dervish (2 ticks)(Dashing Combo)(clipped with) > Outrage (full combo)(clipped with) > Lascerate (2 ticks)(tap cancel) > Whirling Dervish (2 ticks)(Dashing Combo)(clipped with) > Repeat

[link]

Rage – Raid Hallway (AoE Focus) Rotations

Important Power Notes

– Despite tracking to target, Outrage’s first hit may not deal damage at times if initiated from range. Do a normal lunge prior to activating it when first engaging a new group of adds to avoid damage loss.

Point Blank Variants
Super Speed Variant

Violence > Outrage (full combo)(clipped with) > Lacerate (1-2 ticks)(tap cancel) > Whirling Dervish (2-3 ticks)(Dashing Combo)(clipped with) > Outrage (full combo)(clipped with) > Lacerate (1-2 ticks)(tap cancel) > Whirling Dervish (2-3 ticks)(Dashing Combo)(clipped with) > Outrage (full combo)(clipped with) > Lacerate (1-2 ticks)(tap cancel) > Whirling Dervish (2-3 ticks)(Dashing Combo)(clipped with) > Repeat

[link]
[link]

Sonic Cry Variant

Left-to-Right Iteration
Violence > Outrage (full combo)(clipped with) > Sonic Cry > Lacerate (2 ticks)(tap cancel) > Outrage (full combo)(clipped with) > Sonic Cry > Lacerate (2 ticks)(tap cancel) > Outrage (full combo)(clipped with) > Sonic Cry > Lacerate (2 ticks)(tap cancel) > Repeat

[link]
[link]

Alternating Iteration
Violence > Outrage (full combo)(clipped with) > Lacerate (1-2 ticks)(tap cancel) > Sonic Cry > Outrage (full combo)(clipped with) > Lacerate (1-2 ticks)(tap cancel) > Sonic Cry > Outrage (full combo)(clipped with) > Lacerate (1-2 ticks)(tap cancel) > Sonic Cry > Repeat

[link]
[link]

Pure Rage Variant

Slightly underrepresented on 8-target Sparring Targets due to PI range having a greater impact with this than with the Sonic Cry variant.

Alternating Iteration
Violence > Outrage (full combo)(clipped with) > Lacerate (2 ticks)(tap cancel) > Revenge (combo)(clipped with) > Outrage (full combo)(clipped with) > Lacerate (2 ticks)(tap cancel) > Revenge (combo)(clipped with) > Outrage (full combo)(clipped with) > Lacerate (2 ticks)(tap cancel) > Revenge (combo)(clipped with) > Repeat

[link]
[link]

Left-to-Right Iteration
Violence > Outrage (full combo)(clipped with) > Revenge (combo)(clipped with) > Lacerate (2 ticks)(tap cancel) > Outrage (full combo)(clipped with) > Revenge (combo)(clipped with) > Lacerate (2 ticks)(tap cancel) > Outrage (full combo)(clipped with) > Revenge (combo)(clipped with) > Lacerate (2 ticks)(tap cancel) > Repeat

[link]
[link]

Full Range

Freezing Breath (2 ticks)(tap cancel) > Plasma Retch > Dreadful Blast (full combo)(clipped with) > Frenetic Bombardment (full combo)(clipped with) > Dreadful Blast (full combo)(clipped with) > Repeat

[link]
[link]

Rage – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Sorcery – Boss (ST Focus) Rotations

Important Power Notes

– Many of Sorcery’s most important attacks are projectile, but they follow the new projectile rules wherein only one needs to hit to get credit for the lot (and if some projectiles hit targets that are far enough apart, they can proc again). If anyone is curious to see the difference, the old projectile rules are still in the game in LPVE Lex Luthor’s green missile attack, where every individual projectile has to hit to count. Although Sorcery can still miss, it’s a lot harder to do and this can be mitigated by standing a bit closer to the intended target. For some extremely mobile bosses, it will still be prudent to use a non-projectile variant.
– Most of Sorcery’s powers are receptive of tap queueing, so try to always get the extra hits in as that bonus damage adds up.
– Attempting to jump during Soul Barrage or Soul Storm will unlock movement but it will also cancel any remaining projectiles that haven’t yet been fired.
– Source Shard’s Godwave Strength buff procs on the three closest pets. This means that if we summon a trinket pet or henchmen in a Source + Grim + Quislet build (ie. One of Sorcery’s best ST builds), there is a solid chance they will end up “stealing” the Godwave buff from Fury and preventing the massive Godwave + Offering/Refractal Beam proc from happening. This results in temporary pets causing a ~6-8% DPS loss even after factoring in their damage with Godwave unless we’re extremely lucky and able to keep Fury/Quizlet close (not feasible in elite). Also, we cannot simply use Green Crystal Turret or Anti-Matter Turret to circumvent this issue because they still absorb the Godwave buff if they’re close enough despite not benefiting from it.

DrahS Ecrous + Trom-Al

Final Ruin > Vengeance* > Vengeance* > Vengeance* > Vengeance* > Repeat
* See video. When Godwave Strength is off cooldown, do Godwave Strength > Offering instead of two instances of Vengeance. Only do four casts between Final Ruins. Activating Offering by itself is ok but try to time it so Godwave Stength isn’t waiting long for it. Never activate Godwave Strength without Offering.

[link]
S’aeanrel Teluma Lla-Ni/Ytefas Ten+ DrahS Ecrous

Final Ruin* > [Vengeance** > Repeat portion in square brackets]
* When healing or Offering reset is required, use Final Ruin
** See video. When Godwave Strength is off cooldown, do Godwave Strength > Offering (but be aware that both are 300 cost powers and will hit harder with Amulet). Activating Offering by itself is ok but try to time it so Godwave Stength isn’t waiting long for it. Never activate Godwave Strength without Offering.

[link]
S’aeanrel Teluma (Non-Ecruos)
Lla-Ni

Grimorium Verum PI

Heat Vision > Soul Barrage > Shard of Life > Freezing Breath (2 ticks)(tap cancel) > Soul Barrage > Repeat

[link]

Lareneg Esoprup
Elcric fo Noitcurtsed

Heat Vision > Circle of Destruction > Final Ruin > Soul Barrage > Heat Vision > Soul Barrage > Heat Vision > Final Ruin > Soul Barrage > Repeat

[link]

Muiromirg Murev

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Final Ruin > Soul Barrage > Heat Vision > Soul Barrage > Final Ruin > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Soul Barrage > Final Ruin > Soul Barrage > Repeat

[link]
Gnillik Dleif

Lower pure ST damage but better performance in multi-boss fights or boss fights with notable add phases while still directing a large portion of the damage towards the intended target.

Circle of Destruction > Soul Barrage > Heat Vision > Soul Barrage > Shard of Life > Condemn > Soul Barrage > Heat Vision > Soul Barrage > Shard of Life > Repeat

[link]

Sorcery – Raid Hallway (AoE Focus) Rotations

Lluf Egnar
Muiromirg Murev IP

Freezing Breath (2 ticks)(tap cancel) > Soul Barrage > Soul Storm > Shard of Life > Soul Barrage > Soul Storm > Repeat

[link]
[link]

Fles IP

Soul Siphon > Soul Barrage > Soul Storm > Shard of Life > Soul Barrage > Soul Storm > Repeat

[link]
[link]

Tniop Knalb
Muiromirg Murev

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Soul Barrage > Soul Storm > Karmic Backlash > Repeat

[link]
[link]

Evif-Rewop Noitatumsnart

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Transmutation > Soul Barrage > Soul Storm > Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Soul Barrage > Soul Storm > Karmic Backlash > Repeat

[link]
[link]

Noitatumsnart

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Transmutation > Soul Barrage > Soul Storm > Repeat

[link]
[link]

Sorcery – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

Water – Boss (ST Focus) Rotations

Important Power Notes

– Ranged taps cannot be queued onto Torrent.
– Tsunami Strikes cannot be clipped without losing the damage.

La-Mort

Torrent > Ebb (combo)(clipped with) > Heat Vision > Torrent > Ebb (combo)(clipped with) > Freezing Breath (3 ticks)(tap cancel) > Repeat

[link]
Lernaea’s Amulet All-In

This can also be used as General Porpoise without Lernaea’s Amulet

Heat Vision > Ebb (combo)(clipped with) > Depth Charge > Freezing Breath (2 ticks)(tap cancel) > Ebb (combo)(clipped with) > Repeat

[link]
General Porpoise
Ebb & Flow Variant

Heat Vision > Freezing Breath (2 ticks)(tap cancel) > Torrent > Ebb (combo)(clipped with) > Heat Vision > Ebb (combo)(clipped with) > Torrent > Freezing Breath (2 ticks)(tap cancel) > Heat Vision > Ebb (combo)(clipped with) > Torrent > Ebb (combo)(clipped with) > Repeat

[link]

or

Heat Vision > Drown > Torrent > Ebb (combo)(clipped with) > Heat Vision > Ebb (combo)(clipped with) > Torrent > Ebb (combo)(clipped with) > Repeat

[link]

Mid Range Variant

Heat Vision > Torrent > Freezing Breath (3 ticks)(tap cancel) > Heat Vision > Torrent > Sonic Cry (3 ticks)(tap cancel) > Repeat

[link]

Depth Charge Variant

Heat Vision > Drown > Torrent > Depth Charge > Heat Vision > Depth Charge > Torrent > Depth Charge > Repeat

[link]

Bubble Variant

Use Accelerate Bubble back mod.

Heat Vision > Depth Charge (clipped with) > Bubble* > Torrent > Depth Charge > Repeat
* When available.

[link]

Water – Raid Hallway (AoE Focus) Rotations

Full Range

DPS output higher than shown due to presence of Supercharge Generator.

Drown > Ebb (combo)(clipped with) > Depth Charge > Freezing Breath (2 ticks)(tap cancel) > Ebb (combo)(clipped with) > Depth Charge > Repeat

[link]
[link]

Mid Range

Freezing Breath (2 ticks)(tap cancel) > Ebb (combo)(clipped with) > Depth Charge > Sonic Cry (2 ticks)(tap cancel) > Ebb (combo)(clipped with) > Depth Charge > Repeat

[link]
[link]

Point Blank

Whirling Dervish (3 ticks)(Dashing Combo)(clipped with) > Crashing Wave > Depth Charge* > Ebb (combo)(clipped with) > Repeat
* This is a conal pbAoE so try to keep most enemies in line of sight.

[link]
[link]

Water – Supercharge Analysis

Note: Just because a given SC outperforms others vs Sparring Targets does not mean it is necessarily the best choice for all situations. Pick the best SC for the situation at hand and be sure to factor green EoG feeding.]

TLDR For Boss Fights

Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Note:
– This hierarchy assumes we’re doing an optimal rotation at appropriate times such that we’ll get 15s of DPS off. If a boss does not reliably allow for 15s of sustain rotation due to frequent mechanics interrupts, you must factor that into Neo-Venom Boost’s performance accordingly. The times next to each SC are how many seconds worth of Neo-Venom Boost you would have to lose for it to tie that option
– Hierarchy based on DMG: SC (ie. the most important factor as it will result in maximum overall DPS). For raw damage comparison for burst DPS checks, see the Full Analysis link below.

TLDR For Raid Trash Clear
Mod Only:[/b[Mod + Scrap:
Mod + Quizlet:

Full Analysis

WIP

SteamSolo.com